Requesting VRay Shader Creation Tutorial

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Requesting VRay Shader Creation Tutorial // Tutorium Requests

1  |  

Post by Steinie // May 31, 2007, 3:10am

Steinie
Total Posts: 3667
pic
Some of you already know how to create Shaders for VRay. Can one of you do a tutorial please.

Thanks.

Steinie

Post by parva // May 31, 2007, 3:15am

parva
Total Posts: 822
pic
create shaders for vray?

Mmh, would be new to me that this is possible.


You can use the vray shaders and change there values but create new/custom ones isn't possible.

Post by Steinie // May 31, 2007, 4:03am

Steinie
Total Posts: 3667
pic
create shaders for vray?

Mmh, would be new to me that this is possible.


You can use the vray shaders and change there values but create new/custom ones isn't possible.



Thanks Parva I'll reword my request.


Can someone post a tutorial about modifying Vray Shaders to achieve different results? We can then start a Library for all users.

Post by Jack Edwards // May 31, 2007, 9:06pm

Jack Edwards
Total Posts: 4062
pic
It's a good idea Steinie and I think if we did up a nice one, Caligari would probably include it with future versions of TS.


So who wants to go first? :)


-Jack.

Post by parva // Jun 2, 2007, 12:08am

parva
Total Posts: 822
pic
Depends from what you want to create. non-realistic or realistic material.
In fact vray shaders can be modified like the old lightworks pendants.

Non-realistic materials use values like shininess, specularity. Where those values "fake" the reflection points. The basic "metal" and "plastic" shaders for example.

Realistic materials need only color/diffuse (stands for reflection because natural there is no color/diffuse) and roughness (in tS called reflection glossiness) together with a nd value (Fresnel). A material with a refl. glossiness of 0 is a mirror. A material with a value of 1 is a "rough" material often called as a lambertian material. Of course such a 100% lambertian material you will never find in the real world.
And here comes a problem. Like you see you don't have all variables in one shader.

But if you keep in mind, for realistic materials, that everything in the world is reflection/refraction you can create everything with less settings.

Post by Leif // Jun 2, 2007, 2:55pm

Leif
Total Posts: 276
pic
Like you see you don't have all variables in one shader.

But you could have if Caligari adds them to all existing Vray shaders?

Or open up shader architecture completely to allow 3rd party shader creation?

Post by parva // Jun 2, 2007, 10:31pm

parva
Total Posts: 822
pic
But you could have if Caligari adds them to all existing Vray shaders?

Or open up shader architecture completely to allow 3rd party shader creation?


Yep that would be a step in the right direction.

Of course node-material architecture would be more flexible but even a basic material which has "all" settings available like the original Vray material (3ds, Rhino, Sketchup etc.) would be good too.

Post by Leif // Jun 3, 2007, 4:14am

Leif
Total Posts: 276
pic
but even a basic material which has "all" settings available like the original Vray material


Yes.

(Reminds me of the virtuaout Virtualight shader )
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn