A Random DX9 Material Generator?

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A Random DX9 Material Generator? // Interactive Artwork

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Post by 3dvisuals dude // Aug 12, 2007, 1:05am

3dvisuals dude
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Hi folks,

I've been playing for a while now with DX9 textures and shaders. I love the stuff but I really wish the ability to utilize a large variety of procedural input into each shader / material / texture was as easy in trueSpace as it is for me (with non-DX9 textures) in Vue d'Esprit 4.

So here I was thinking about that fact and looking at the LE screen when it hit me... why don't we just create a randomizer which draws input data (and textures) from every output of every shader, texture, and material within a "special folder" created for this purpose, and then sends that data after randomization and filtered elimination to all the appropriate input channel options of a DX9 shader / material / texture?

Granted, if it's even possible it would be kind of like playing the slot machines and hoping for all Sevens, but even so, with such a device we would all be able to punch out a few nice and unique DX9 materials every week and pop them into a thread here somewhere to share with each other.

Sure would be nice to have some cool new DX9 stuff, wouldn't it?

Is this actually possible for us to do?:confused:

- 3dvisuals dude

Post by parva // Aug 12, 2007, 1:56am

parva
Total Posts: 822
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I personally think nothing about "material randomizer", like you said it's like playing with one-handed bandit.


Better is to create the shader you want directly with defined bricks.


During my work with the Shaderfx program I could adapt some interesting bricks into truespace. It helps also to understand how everything works and how flexible it can be. Just think about that simple math functions like "add" and "multiply" are important and can add a different style to your shader.


Some older bricks are:

http://www.parva-project.de/stuff/ts/ts7/dxs.jpg

http://www.parva-project.de/stuff/ts/ts7/mdx9.rar


you can drag&drop the bricks directly into you LE but you need to link it to the shader nodes of a DX blank shader.


I made a saturation and a color per angle shader some days back and will upload all together in a dx shader brick archive soon.

If there is interest I can also make a short video demonstration how you can create your own shaders.

Post by 3dvisuals dude // Aug 12, 2007, 4:17am

3dvisuals dude
Total Posts: 1703
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I personally think nothing about "material randomizer", like you said it's like playing with one-handed bandit.

Better is to create the shader you want directly with defined bricks.

Hi Parva, and thank you for this very nice response.:)

Yes, I had a feeling my "randomizer" idea might not be so good!:p

During my work with the Shaderfx program I could adapt some interesting bricks into truespace. It helps also to understand how everything works and how flexible it can be. Just think about that simple math functions like "add" and "multiply" are important and can add a different style to your shader.

Some older bricks are:

http://www.parva-project.de/stuff/ts/ts7/mdx9.rar

you can drag&drop the bricks directly into you LE but you need to link it to the shader nodes of a DX blank shader.

I made a saturation and a color per angle shader some days back and will upload all together in a dx shader brick archive soon.

Thank you! This is all very generous of you. I downloaded the older bricks above and will try them with a blank DX shader, and I'll also look forward to your "dx shader brick archive," I really appreciate your generosity.

I must confess, I have put much more time into experimenting with DX9 materials in the LE than I have in "studying how everything works!"

I'm one of those guys who tries to build a bicycle for the kids at Christmas without looking at the plans first! Hahaha! I usually fail a hundred times at complex things before I accidentally succeed at anything because of that tendency of mine!:o

If there is interest I can also make a short video demonstration how you can create your own shaders.

Wow, that would be great! I'm quite sure many people here would find such a tutorial extremely helpful and I certainly will!:)

Too bad about my "one armed bandit idea," but I'd rather understand what I'm doing than "gamble" with my time at this point!:)

Thanks again!

- 3dvisuals dude

Post by Steinie // Aug 12, 2007, 7:34am

Steinie
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Parva,

I made a saturation and a color per angle shader some days back and will upload all together in a dx shader brick archive soon.

If there is interest I can also make a short video demonstration how you can create your own shaders.


Yes Parva I think there is enough interest!:)

Post by Steinie // Aug 23, 2007, 6:08am

Steinie
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No one else is interested in making their own shaders for DX9? :confused:

Post by trueBlue // Aug 23, 2007, 6:12am

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I personally would love to see this. :jumpy:

Post by parva // Aug 23, 2007, 7:06am

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No one else is interested in making their own shaders for DX9? :confused:


Would like to know that too.

Not just those who want learn to built realtime shaders but also those who know already scripting of these. At this area there is huge stuff we can translate to truespace.

My knowledge is far to weak for the more advanced stuff :D


Regarding to the video, I will keep it in todo list. Must find time to do it.

A little library with some of the last and newer shaders and bricks is already finished and will release it very soon.

Post by W!ZARD // Aug 23, 2007, 7:32am

W!ZARD
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No one else is interested in making their own shaders for DX9? :confused:


Hell yes! I'm completely interested! I just don't know much about it yet. These shaders are not as intuitive to use as the good old LW ones and so far I've been able to get some reasonable results using textures and normal maps but there's still lots to learn.

Post by 3dvisuals dude // Aug 23, 2007, 10:02am

3dvisuals dude
Total Posts: 1703
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Would like to know that too.
Not just those who want learn to built realtime shaders but also those who know already scripting of these. At this area there is huge stuff we can translate to truespace.
My knowledge is far to weak for the more advanced stuff :D

Regarding to the video, I will keep it in todo list. Must find time to do it.
A little library with some of the last and newer shaders and bricks is already finished and will release it very soon.

I think a lot of us are just now discovering the possibilities with DX9 shaders for the first time, I know I am. Before I got trueSpace7.5 I never had a program which used DX9 shaders.

I went a few times to search engines looking for examples of DX9 Shaders and there are very nice examples in some other programs which we don't have in trueSpace yet.:)

I think once people see example renders of your shaders MANY people here will want them! :D

Thank you for all this pioneering shader work Parva, we do appreciate it.:)

Post by parva // Aug 23, 2007, 11:12pm

parva
Total Posts: 822
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many thanks, I'll try my best :)

Currently I try to adapt perez sky lighting model with mediocre result.
Still some things I can't fix... coders who are interested can mail me :D

http://www.parva-project.de/stuff/ts/sky1.jpg

here (http://www.parva-project.de/stuff/ts/d.wmv) a little animation sequence. Just an ambient light in scene which takes the color info from the skymodel.

Post by 3dvisuals dude // Aug 24, 2007, 3:48am

3dvisuals dude
Total Posts: 1703
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WOW... This is beautiful!

Very nice indeed!

As I look at this I'm wondering how it would also look on a semi-flattened landscape surface, I'll bet it would look fantastic that way too!

Exciting developments Parva, thank you for sharing them here!

MArk / 3dvisuals dude

Post by Cayenne // Aug 25, 2007, 12:40pm

Cayenne
Total Posts: 144
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I did make something like a random , NPR material a while back too, I took Johny Tho's cloud texture and also Glen Gordons Cellular bitmap from the script object library and incorporated them into a experimental shader , it also has some hacked hlsl parts to it as well as some other scripts taken from other objects in the libraries and mashed together.


here is the shader , and an image of some random and tweaked results.

its more of a wip and will probably never be finished by me , but its probably usable by someone for something , somehow:D


its probably a good shader to dig into and rearrange some links in and also change some parts of the scripted bits of code to see what the results are like.

theres an aspect with some extra info , and both the scripted objects have information in them too.

Post by 3dvisuals dude // Aug 25, 2007, 5:01pm

3dvisuals dude
Total Posts: 1703
pic
I did make something like a random , NPR material a while back too, I took Johny Tho's cloud texture and also Glen Gordons Cellular bitmap from the script object library and incorporated them into a experimental shader , it also has some hacked hlsl parts to it as well as some other scripts taken from other objects in the libraries and mashed together.

here is the shader , and an image of some random and tweaked results.
its more of a wip and will probably never be finished by me , but its probably usable by someone for something , somehow:D

its probably a good shader to dig into and rearrange some links in and also change some parts of the scripted bits of code to see what the results are like.
theres an aspect with some extra info , and both the scripted objects have information in them too.

Thanks Paul!

I love this kind of stuff too!

It may be a little too psychedelic for some folks but the way I see it this kind of stuff is perfect for animated special effects in truePlay scenes, especially the kind of alien scenes I like to make myself!

I look at these and in my mind's eye I see the basis for new scripted alien waterfalls, rivers, and streams, and using these to shade animated partical clouds for scripted active transport platforms... all kinds of special effects things would be perfect for these!

Thanks, very generous of you and it's definitely appreciated!

I have a great use for this right away in fact, I'll be rolling that one out at the next Tuesday Script Hookup meeting, hope to see you there!:D

- Mark / 3dvisuals dude

Post by notejam // Dec 26, 2007, 3:40pm

notejam
Total Posts: 191
I am interested in this, but I am new and do not know where to get a dx9 shader to make shaders for.


Can you let me know where to get dx9 shader?

Post by Stem // Feb 5, 2008, 11:19am

Stem
Total Posts: 199
If there is interest.....


Hi parva,


I am certainly interested in any tips etc you could put forward. I have been looking at this with a lot of interest. I have found quite a bit of info now (due to other members), but correct implementation of the various filters, or some good examples would certainly be appreciated.


I am new here to the forum, and have only just found this thread, so I hope it is not too late to ask for further info, and of course, only if you can spare the time.


Best Regards,

Post by parva // Feb 5, 2008, 10:48pm

parva
Total Posts: 822
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Hi,

I'm working on a shader course soon which will contain shaders

(60 objects are in my shader library and need to be sorted)

and a large video tutorial, from basic to advanced techniques.

Due to the changes from ts7.5 to 7.6 I have to wait until 7.6 is released.


If someone have specific questions about DX part I suggest to create a thread

here in the forum.
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