Shader Help

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Shader Help // Archive: Tech Forum

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Post by jayr // Oct 29, 2007, 11:16am

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I'm looking to make a toon shaded mountain and want just the peaks to be covered in snow. This has to work in model side so no LE magic will be allowed.


Is there a shader that masks out areas based on height? I seem to remember one.


What i'm aiming for is to have the snow in the top layer of the shader and the mountain texture in the next one down.


can anyone help?

Post by jayr // Oct 29, 2007, 11:44am

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This is the kind of thing i'm going for but it was done with transparancy maps, i'd rather use some kind of hight detection shader:


http://www.lothissen.co.uk/toonM001.jpg

Post by Jack Edwards // Oct 29, 2007, 2:54pm

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Try the slope-ramp shader from Tom Grimes here:
http://www.tmgcgart.com/ShaderLab/html/tg_pack_3.htm

I know there's another one that does snow, but haven't found the link just yet. Edit: Looks like the website for the snow and rivets shader is gone. :(

-Jack.

Post by jayr // Oct 30, 2007, 3:57am

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Thanks jack, i knew there was something like that out there. just bought it, i'll post the results soon

Post by Jack Edwards // Oct 30, 2007, 8:40am

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I'm sure Tom is happy to hear that. Maybe he'll cut me a commission... :D

Looking forward to see what you come up with. ;)

Post by TomG // Oct 30, 2007, 10:57am

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Thanks for the purchase and I hope you find the shaders useful! Never thought on working on a commission basis Jack, maybe I can make you a TMG CG Art Ambassador? ;)


I too am looking forward to seeing any shareable results!


Tom

Post by splinters // Oct 30, 2007, 11:25am

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Your shaders look good Tom. Are they compatible with tS7 and is there a proce to buy all 4 packs rather than singly (other than buying raypak;))


LMK, although maybe I have credit left for the pack...:D

Post by jayr // Oct 30, 2007, 12:18pm

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Ok after a bit of play with one of Tom's shaders heres a quick render of a toon style mountain, stil need a bit of work:

http://www.lothissen.co.uk/toonM002.jpg

Post by TomG // Oct 30, 2007, 12:43pm

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Looks good already, like something out of a cartoon on TV - are you going through the Flash plugin to ge the cartoon look?


The shaders will work with Lightworks, which means they will render and work on the Model side. That said, procedural color shaders are mapped and passed over to V-Ray, so the color shaders should work there too via that mechanism.


The reflectance shaders though will only work under LW, of course, as they were written and hooked in to that engine (via Shaderlab, which is required too, but is now free I believe).


I thought there was a pack bundle there, will check later once I am off work and see and send you a mail Paul :)


Thanks!

Tom

Post by jayr // Oct 30, 2007, 1:23pm

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Looks good already, like something out of a cartoon on TV - are you going through the Flash plugin to ge the cartoon look?


No, i'm using uv toon, experimenting with toonup pro too. Think i prefer uv toon so far though.

Post by 3dfrog // Oct 30, 2007, 2:16pm

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hey that looks pretty sweet. I just learned about uvtoon. It is cool. It's kind of a pain to apply a special matrial to every object to get a toon look, but it does give you a lot of control.

Post by jayr // Oct 31, 2007, 6:22am

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Try and find Toonup pro too 3Dfrog it's a good one as well

Post by jayr // Oct 31, 2007, 6:33am

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Here's the same scene with ToonUp Pro applied (which can be found here http://freecp.sourceforge.net/ ):
http://www.lothissen.co.uk/toonM003.jpg

P.S. By the way Tom, the TG slope bands shader works brilliantly, it's gonna save me a lot of time

Post by jayr // Oct 31, 2007, 7:12am

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Think i'll beputting any more updates on this in the 'work in progress' forum from now on, seems the most fitting place now the original problems been solved

Post by TomG // Oct 31, 2007, 7:58am

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Glad to hear its going to help out! I liked using images to control blending, with the ramps and gradients, myself. It gave a lot of complexity in the resulting look with just a few parameters or inputs. The bands shader was my favorite for making landscapes in tS too (though I say so myself).


The end results here are certainly looking good!


Thanks!

Tom

Post by SiW // Oct 31, 2007, 9:00am

SiW
Total Posts: 298
Pfft, the toon up pro version is obviously better ;)


I wonder how useful it would be to add automatic "tooning" to dribble? I really think you need the per-material control to really get the best look, though.


One nice thing about ShaderLab scripts is that they're pretty close to Renderman Shading Language, so hopefully when I do make it easy to apply custom shaders, there will be a wealth of community additions. And because you can supply just the compiled shader files, there's a business opportunity too, just like with ShaderLab.

Post by jayr // Oct 31, 2007, 9:05am

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I wonder how useful it would be to add automatic "tooning" to dribble? I really think you need the per-material control to really get the best look, though.


i was going to suggest that but thought that Dribble was being aimed at use for 'Photo-realistic' stuff.


One nice thing about ShaderLab scripts is that they're pretty close to Renderman Shading Language, so hopefully when I do make it easy to apply custom shaders, there will be a wealth of community additions. And because you can supply just the compiled shader files, there's a business opportunity too, just like with ShaderLab.


Any time table on that?

Post by SiW // Oct 31, 2007, 12:03pm

SiW
Total Posts: 298
i was going to suggest that but thought that Dribble was being aimed at use for 'Photo-realistic' stuff.


Ehhh.. it's a rendering interface, I would hope it has no influence on what you want to render. The only issue is that more esoteric rendering styles demand customization, and that needs to be added to the interface.


Making this possible is my next major piece of work. I know how I want to do it - as dissimilar to the virtuaout material panel monstrosity as possible :D
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