  | |  | 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
Back 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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