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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 dn_res

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Reply:     1     2     3  

Are all of the new ones also available for C3 versions? Looks so.

--- In Carrara@(protected), "markdesmarais" <markdesmarais@(protected)>
wrote:
>
> 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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