DX Shaderpack

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DX Shaderpack // The Garage

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Post by robert // Jan 4, 2009, 7:07am

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Ah, I have it, just passed over it. :o

Post by CdeB // Jan 4, 2009, 9:18am

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Total Posts: 160
Hi parva,


Tried to play the video which is in MP4 format...so far not got anything that recognises it. Is there a codec for windows media player or do I need some other media player. A quick web search suggested that windows movie maker should do the trick, but that doesn't work either :confused:


Chris

Post by robert // Jan 4, 2009, 9:19am

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Quick Time worked for me.

Post by robert // Jan 4, 2009, 9:29am

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I'm having trouble loading the scene with the stack of boxes. All the others load fine, but when I try this one nothing happens. I think this might be because it's made with tS 7.61 B5 as opposed to 7.6.

Post by CdeB // Jan 4, 2009, 9:30am

CdeB
Total Posts: 160
THX Robert..I was thinking to try it but still do not have it installed on my new computer, next job then;)


Chris

Post by parva // Jan 4, 2009, 9:37am

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Yes Quicktime or DIVX plays it as well.

It's H264 codec, and AAC for audio.


I'm having trouble loading the scene with the stack of boxes.

Mmh, thats weird. No it's an old scene and it was exported from tS7.6.

I will look into it. Thanks again for the info.

Post by robert // Jan 4, 2009, 9:44am

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...No it's an old scene and it was exported from tS7.6...

The library item properties say differently I'm afraid.

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Post by parva // Jan 4, 2009, 9:48am

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uups :D

yeah this happens if you run two different version at ones *g*


I reuploaded the file, now with the version that runs in v7.6.

Sorry again.

Post by parva // Jan 5, 2009, 11:37am

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working on a special skin shader.

This one based upon the nvidia dawn demo.


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results are softer and more sensitive to light.

Post by robert // Jan 5, 2009, 11:47am

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Ooh, I like the look of that.


I'm always impressed by your work, someday I hope to make a real-time scene at least half as good as yours.

Post by kena // Jan 5, 2009, 8:46pm

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Just a note. I found that a lot of the WMVs that were posted to various portions of the Caligari site were ones that I could not play. I got the DIVX player (http://www.divx.com/divx/windows/) and it plays them all.

Post by parva // Jan 6, 2009, 8:10am

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Just a note. I found that a lot of the WMVs that were posted to various portions of the Caligari site were ones that I could not play. I got the DIVX player (http://www.divx.com/divx/windows/) and it plays them all.


yep the Divx player is great. I have even better contrast/gamma as with quicktime player :)


Here an eye shader:

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Post by kena // Jan 6, 2009, 4:09pm

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Nice! can you do animal eyes too?

Post by parva // Jan 6, 2009, 11:55pm

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Nice! can you do animal eyes too?


sure, that would be no problem.

Even better the user can paint any iris shape he wants as greyscale.

You can set the color independently.

4 preset eye shapes are already integrated.


Will look if I can get more shapes.

Post by parva // Jan 7, 2009, 4:55am

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got a funny picture from a penguin today and decided to model him quickly.


Shading is Half Lambert with specularity

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The eyes black dot can be sized in realtime :D

Post by Misc // Jan 7, 2009, 5:04am

Misc
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haha funny one

Congratulation on your new shaderpackcreation!

Keep up the good work!

Post by parva // Jan 7, 2009, 10:54am

parva
Total Posts: 822
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thank you Misc :)

...

I'm currently experiment with the penguin and some vertex morphing.

At animation I'm really a noob :D but it's fun to see him talking ^^

it's a good test object.

Maybe I get it to some quality animation I can show.


All showing files will be available of course. Just need some polishing ;)

Post by transient // Jan 7, 2009, 2:34pm

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That's really nice, parva.:)

Post by robert // Jan 8, 2009, 12:23pm

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Total Posts: 609
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Parva, quick question. How do you do your GI maps?

Is it combination of hand texture and render?

Or do you have something that gets it for you automatically?

Post by parva // Jan 8, 2009, 11:53pm

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Parva, quick question. How do you do your GI maps?

Is it combination of hand texture and render?

Or do you have something that gets it for you automatically?


The GI maps are done with Vray. Mostly if the client wants architectural walkthroughs.

But you can use any Renderengine that can render into textures.

Tiles pointed me to a superb tool called giles (http://www.frecle.net/index.php?show=giles.about) for example.


Just unwrap your mesh (or let the program autounwrap) and render into texture.

Then import the unwrapped mesh into truespace.

Use UV channel 1 for the lightmap and UV channel 2 for diffuse/gloss etc..

Thats gives you a wide range of customization.

Post by robert // Jan 9, 2009, 12:36pm

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...render into textures...


How does one do that with VRay?:confused:

Post by parva // Jan 9, 2009, 11:45pm

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How does one do that with VRay?:confused:

sorry, not with vray4ts.

Post by Délé // Jan 10, 2009, 1:05am

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That giles program does look interesting though. I installed it, but haven't had a chance to mess around with it yet. Thanks for the heads up on that. ;)


Unfortunately I've run short of money this month, so I haven't been able to get your DX shaders yet. Hopefully next month. I'm really looking forward to checking them out. :)

Post by parva // Jan 10, 2009, 1:15am

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Total Posts: 822
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thank you Délé.

Yes giles is a cool tool. Thanks to Tiles again to bring that up :)

It's easy to handle. OK the lightmaps don't have vray quality but they are good enough in most cases.


Here a little update to the bitmap modificator.

Support rotation and float4 (RGB+Alpha) output now.


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edit: added an additional Sky Object.

Already in the creation phase I had this problem where one value can change the result.

The new one has correct Rayleigh Scattering but has some other drawbacks.

So the user get both and can choose for itself. Still beautiful sunsets possible with it :)

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suncycle integrated

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Post by SteveBe // Jan 13, 2009, 10:35pm

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Thanks Marcel, Very Nice Pak and well worth the purchase!

Did a quick Camtasia capture of the Glass Shader, many variations
on just 1 shader. Need more time to play!!!:)

Post by parva // Jan 15, 2009, 8:56am

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Total Posts: 822
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thank you Steve. Glad you like it :)


HDR Reflection is really cool ^^

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Reflection Shader & Depth Shader used for RR DoF Generator.

Post by parva // Jan 16, 2009, 4:02am

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Total Posts: 822
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an update for the Custom Shader. In realtime it isn't possible to create an "Uber" shader due to the amount of possibilities.

This shader would be huge and complex.

Anyway maybe this one is close to a one-way-solution

where you can create a wide range of materials.

From rough lambertian to highly reflective metallic surface.

The first Custom Shader had the limitation with the low roughness.

Now I added a reflection option so that a HDRI can work as environment reflection.


Real materials does blurring the reflection but doing that in realtime is expensive.

So the reflection turns on at roughness values lower as 35.

It's a compromise but there is still the option to use a pre-blurred reflection map.

Also some minor changes like a better ambient processing.


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Here a quick carpaint made with custom shader

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Post by kena // Jan 16, 2009, 6:06am

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doing so well with these. Keep up the good work!

Post by RichLevy // Jan 19, 2009, 6:41am

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Total Posts: 1140
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Hey Parva


Great work on these. I downloaded the free pack, I am trying to get up to speed and see if you have what I am looking for.

I see some great looking eye balls earlier in this thread, and some nice skin. I do not see these in the free pack? I watched the video, I did a search thru all of the shaders, Is this part of the pay pack? Or is there a tutorial on how to create these?


Thanks for your time and patience


Rich

Post by parva // Jan 19, 2009, 8:40am

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Total Posts: 822
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I see some great looking eye balls earlier in this thread, and some nice skin. I do not see these in the free pack?


Generally all the new Shaders are part of the pay pack but I decided to

add the Eye Shader and the Simple Half Lambert with gloss (the one which I used for the Penguin scene) to the free package.


It's already uploaded. The changes at the Homepage will come later.
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