DX Shaders

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DX Shaders // The Garage

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Post by parva // Aug 31, 2007, 12:20am

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DX Shaderpack 1
link (http://www.parva-project.de/stuff/ts/ts7/DXShaderpack1.zip)

contains following shaders and bricks:
Blend Textures, Detail Normal Map, Fresnel, Wave (experimental), Hair (experimental), Color Winkelab., Color Saturate (same as Color Winkelab. just saturates the base color at angle), Alpha Image (takes the Alpha Image of a 32bit file format like tga), Phong 3S (used a slightly different diffuse formula to create a larger diffuse area - simple approach to create SSS like effect), saturate&fresnel brick as well as a Filter Shader with some Filters like Sobel,Emboss,Sharpen.

edit: experimental means that the shader works but not as expected. With different result or not fully what I was looking for :D

Post by 3dvisuals dude // Aug 31, 2007, 1:56am

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DX Shaderpack 1
link (http://www.parva-project.de/stuff/ts/ts7/DXShaderpack1.zip)

contains following shaders and bricks:
Blend Textures, Detail Normal Map, Fresnel, Wave, Hair (experimental), Color Winkelab., Color Saturate (same as Color Winkelab. just saturates the base color at angle), Alpha Image (takes the Alpha Image of a 32bit file format like tga), Phong 3S (used a slightly different diffuse formula to create a larger diffuse area - simple approach to create SSS like effect), saturate&fresnel brick as well as a Filter Shader with some Filters like Sobel,Emboss,Sharpen.

Thank you Parva!

These are wonderful. We can never get enough high quality DX9 Shaders, and your talents and generosity are deeply appreciated.:)

- 3dvisuals dude

Post by Steinie // Aug 31, 2007, 3:32am

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Thank you Parva!

Please post a tutorial or a help file on creating these things when you get a chance. I want to be educated too.:o

Post by parva // Aug 31, 2007, 4:31am

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thanks 3Dvisual and Steinie.


@Steinie - will do, at least a little help file to create some basic stuff ;)

Post by 3dvisuals dude // Sep 3, 2007, 7:24am

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Hi Parva,

These shaders appear to be wonderful based on the instructional images you supplied inside your install file, only I cannot get them to connect in the LE the way you described.

Perhaps it's just the way I'm doing something so I will keep trying and get back to you here on what I encounter.

I'm extremely busy with many other things at the moment though with this Tuesday Night Meeting rapidly approaching so I probably will not be able to give you a detailed report here until this coming Wednesday.

I used the Blank DX9 material and followed your instructions very carefully numerous times but was unable every time to get your materials to interface with the DX9 Blank Mat in the LE.

I will get back to you with greater detail on Wednesday, again, it may simply be something which I am doing wrong.

Thank you,

- Mark / 3dvisuals dude

Post by parva // Sep 3, 2007, 8:56am

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Yes it seams that the shaders don't work with previous 7.6 version.
I don't know why, maybe the kind of Rosetta Object saving.

I tested with 7.5 version and here I even don't get the library to show up in the library and manual import of the rs objects crashed truespace.

I will take a deeper look if there is a way to save the rs objects in a format, later ts versions can read but if I find no solution I guess the only thing would be to wait until 7.6 comes out :(

Sorry again.

Post by parva // Oct 8, 2007, 3:47am

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update - more time to add model shaders :)

adapted from the book "Advanced Lighting and Materials with Shaders".


Anisotropic Ward, an update of the Translucence Shader (some fixes, less instructions), Oren-Nayar (great for very rough, diffuse objects) and Minnaert.

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

Will be added to the DX Shader pack.

Post by splinters // Oct 8, 2007, 5:02am

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Excellent as usual...:D

Post by 3dfrog // Oct 9, 2007, 4:46am

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I got excited and tried to load these before I read the entire thread here. I am on 7.51 so they didn't work. More reason to anticipate 7.6.

Post by parva // Nov 2, 2007, 1:07am

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last (optimized) additions to the dx shaders:

Rotate brick (http://www.parva-project.de/stuff/ts/ts7/rotate.gif)

usefull in many ways like caustics -

r1.gif (http://www.parva-project.de/stuff/ts/ts7/r1.gif)

r2.gif (http://www.parva-project.de/stuff/ts/ts7/r2.gif)


9365


An object based depth shader.

Environment sphere mapped reflection

and parallax mapping.

Relief mapping has still problems with the orientation/eye vector,

don't know why.

Post by Steinie // Nov 2, 2007, 1:59am

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Parva, are you updating the original file with these improvements and additions?

Thanks for sharing your work with us.

Post by parva // Nov 2, 2007, 7:39am

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yes.
If tS7.6 comes out I upload the library with all the shaders I made so far.
Not all are fully working (like procedural sky and relief mapping) unfortunatly, but like I said I'm not a scripter and I also didn't got the help I had like to see
so I make it freely available for those who want to play with it and maybe can make it fully working or for those who just use the bricks and shaders which are working ;)

Post by parva // Nov 17, 2007, 12:18pm

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little test with a simple head.

9619

Will add more imperfection and maybe downscale the mesh

but result is great so far... remember it's realtime ;)

Post by splinters // Nov 18, 2007, 1:55am

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Parva, you rarely post stuff but when you do...WOW.


Simply amazing as always. Well done with this.


:jumpy:

Post by 3dvisuals dude // Nov 18, 2007, 3:21am

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Wow.:)

That just floors me. It's so lifelike I expect it to blink as I look at it!!!:p

Superb work Parva.

- 3dvisuals dude

Post by Steinie // Nov 18, 2007, 4:16am

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Parva, How about a big test with a complex head?:rolleyes: (Just kidding)

It does look life-like except the eyes are a bit too glossy and the red ring in the ears. Can you get the whiskers to stand out better?

Is the the future of realtime rendering we are looking at or your genius at play again?

Post by parva // Nov 18, 2007, 4:50am

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thank you all.


@Steinie - yes the eyes are imho the most tricky part and I haven't found a good way to simulate lifelike reflections. Cube maps would be ... hehe :D OK thats another story *g*

I used my spherical environment reflection for the eyes but yeah a bit too strong ^^


Whiskers, mmh, yes I think I can emphasize it.


I think the future of realtime rendering is much brighter as that sample you see here :D

We just scratch on the surface with the possibilies, sure there are still things which can't be achieved but I think this is a growing market not just for games.


Personally I push Caligari to introduce more of the stunning features we see in the latest video games there the power of realtime is still not at full use.

Now that the Cryengine2 came out (and it's a marvelous engine if you reduce it to the parts you need) I know several Architects who want to get this engine.

The problem so far, the engine is expensive and if you want to built with the Sandbox editor you need an importer where you need 3ds max (again expensive).

trueSpace could get into that market but for that the dx engine needs more features.

Post by parva // Dec 14, 2007, 12:44am

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2 new bricks from the shader forge :)

10094


a blend brick where you can blend 2 layers with functions like in your 2d paint program.

and a snow shader with glimmering effect

Post by jayr // Dec 14, 2007, 1:10am

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the snow shader is amazing parva

Post by parva // Dec 14, 2007, 2:38am

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thank you Jayr. Looks best in motion where the glimmering changes if you change your point of view :)

Post by jayr // Dec 14, 2007, 3:57am

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i hope they come with 7.6!

Post by parva // Dec 14, 2007, 4:00am

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yep :)

Post by Steinie // Dec 14, 2007, 5:14am

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I hope they come before the snow melts...:)

Post by parva // Jan 19, 2008, 8:45am

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Working on a custom material based upon real world conditions.

It allows easy transition between rough (matte) to full reflective metalic material.

This may be not suit well in realtime but also the ease of use of this shader (less settings) can be an advantage.


The biggest problem I'm currently fighting on is the real world reflection.

A mirror with roughness 0 reflects like the name says the whole environment.

Not possible in tS yet (in an easy way).

Also blurring this reflection up to a point where the reflection isn't needed anymore is not possible yet.


Anyway working further on it and post some first results:

10595

the little panels in the right bottom corner are parts from the Fryrender Material Editor I used as reference.

Post by splinters // Jan 19, 2008, 9:04am

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Excellent work Parva, can't wait to play with these if they are ever released.

Post by parva // Feb 23, 2008, 12:00pm

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here some samples out of the shader forge :D

Layout inspired from Fryrenders Bitmap modifier tool
11237

Also updated Sky object,
an extended blend shader,
updated translucence shader,
and a bump map brick (use any greyscale as height/bump map instead of just normal maps)
11238

Backscattering.
Have you seen the palm leafs in crysis which seams to become translucence if sun shines through them.
Funny trick. Similar in tS ->
11239
left is front, right is backside.

Post by splinters // Feb 23, 2008, 12:35pm

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I really hope MS have sent you a big fat cheque to secure your services Parva...:D


Bloody amazing as always.

:banana:

Post by transient // Feb 23, 2008, 4:41pm

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There are some really nice shaders there. Hopefully 7.6 will support them.


Great stuff.:)

Post by parva // Feb 23, 2008, 11:58pm

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yes the shaders work with 7.6 ... as long as Caligari don't change anything big :)

I really hope MS have sent you a big fat cheque to secure your services Parva

:D not yet. I doubt that Microsoft has any interest on me, they have its own bunch of tech developer people ^^

here another little thing adapted from Rendermonkey:
Fire (http://www.parva-project.de/stuff/ts/ts7/fire.wmv)

Post by Steinie // Feb 24, 2008, 3:21am

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Everything you show us Parva is awesome as always. The fire was amazing and at one point you almost had a candle flame. Will this be in your next Training Course too?
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