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Re: Shoestring Shaders beta update / Shader "Painting ", Multi Pass Ren

Re: Shoestring Shaders beta update / Shader "Painting ", Multi Pass Ren

2005-11-05       - By markdesmarais

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Reply:     1     2     3  

Thanks for the plug Claudia!

Can you guess who pushed me for these features? ;-)

One more thing to add- when doing painting type applications with
SMC, you can blend the edges between regions- another thing that
shading domains is not really suited for. Also, you do not have to
use a vertex object, it works just as well on a spline or primitive.


Markd







--- In Carrara@(protected), "ccoles_avengers" <ccoles_shado@(protected)>
wrote:
>
> 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_s
mall.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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