  | |  | Shoestring Shaders beta update / Shader "Painting ", Multi Pass Renderi | Shoestring Shaders beta update / Shader "Painting ", Multi Pass Renderi 2005-11-05 - By ccoles_avengers
Back Hi Gang,
Just wanted to say that you should really check out the new Super Mixer Complex as well as the Shadow Pass shader. These are definitely old wishlist wishes that I have had for a long time that Mark has been able to fulfill with flying colors. :)
Basically the SMC turns the concept of the Multi Channel Mixer Shader from just 2 shader mixer to 10 shader mixer! That means you can use up to 10 separate FULL shaders (with bump, transparency, etc.) on one object! Where this differs from Shading Domains is that you have the flexibility of using *any* painted shape to confine your 10 shaders rather than just the mesh areas of an object (as it is when shading domains are set up). Therefore, the edges of your shaders are defined by you, the user, not by the mesh, and can be more precise as to how you want them set up. So bascially, you can define different areas of where you would like to see various shaders by "painting" those areas with different greyscale colors on a 2D bitmap. Then when you are ready to shade, you drop each shader into an SMC shader channel and tweak the shader value settings, and there you have it. :)
In this quick sample, I created a simple text bitmap with each letter containing different greyscale values. After applying the bitmap to the sphere object, I dragged and dropped several different previously made shaders into each shader channel and assigned them to each letter. The result is one object displaying 8 different shaders exactly where I wanted them, as defined by the *bitmap* I created (not by the control mesh area or facets).
Original Greyscale Bitmap - <http://groups.yahoo.com/group/Carrara/files/Selocic/sphere_001_UV_2_small.jpg>
Greyscale Bitmap Applied to Object w/ SMC [DIVX Animation] - <http://groups.yahoo.com/group/Carrara/files/Selocic/smc_test_001_divx.avi>
Also, the Shadow Pass shader allows you to create a shadow of an object on a surface *without* the object being visible. This is definitely the way to go when trying to do Multi Pass rendered composites with a Shadow pass inside of a 2D composite app.
So please check them out. Mark put a lot of hard work into them. :)
Cheers.
Claudia "Selocic" - 3D: when 'Flat' just isn't good enough! -
--- In Carrara@(protected), "markdesmarais" <markdesmarais@(protected)> wrote: > > Ok, now available: > > Shoestring Shaders beta version > > http://www.des-web.net/html/beta.html > > PC only, for a little while. CS3, CS4, CS5 beta versions available. > > Drip, Easy Fresnel, Super Mixer Complex, and Shadow Pass. > > Super Mixer Complex lets you put a Super Mixer at the top level- and > mix WHOLE SHADERS (all channels) based on a grayscale control shader. > Check it out! > > Shadow Pass is another top level shader. By simple checking a box, the > object shaded will be invisible, but its shadow will remain. Useful for > multi-pass renders. And I'm sure other things, too. ;-) > > markd >
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