Re: worldaxis RGB depthfade/distance shader?

Date : Sun, 19 Mar 2006 01:09:43 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: worldaxis RGB depthfade/distance shader?
O.k.,

I got the shader working using three Texturespace Generators
but fail when I try to assign it to other objects, do I really need
to (re)link to the correct TextureSupports for every object or
do I miss something obvious?

I would have thought the Texturesupports transfer automatically
with a shader (if it´s a projection at least).

Any help appreciated, I´m stuck quite a frustrated. Scene, 200kB:
(mind wordwrap, may require XSI 5.01 adv but shouldn´t)

http://www.hafenlola.com/downloads/somewhatbuggyperaxisdepthchannel.scn

Image showing result (as desired but what I can´t transfer to other objects):xyzaxis_gradient.jpg

http://www.hafenlola.com/downloads/xyzaxis_gradient.jpg
(mind underscore, 58kB)

What I´m trying to achieve, in a nutshell, have three projections, scale their
support to my liking and have them align to the worldaxis or parented to a
light to have a way of finetuning volumetric effects, falloff and intensity by
the gradients *projected* into the three dimensions. For example.


Cheers

tim





----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, March 15, 2006 12:07 PM
Subject: Re: worldaxis RGB depthfade/distance shader?



Thanks Holger,

that´ll help a great deal.

Cheers

tim
----- Original Message ----- From: "Schoenberger" <XSI(at)digidragon.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, March 15, 2006 3:40 AM
Subject: RE: worldaxis RGB depthfade/distance shader?




Inside your render tree:
Get a Texture Space Generator/Projection.
Create a spatial projection, edit it and set it to implicit/world.
Then use the UVW transformation inside the Projection or perhaps you can scale-rotate your spatial projection in your scene.



Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night



|> -----Original Message-----
|> From: owner-xsi(at)Softimage.COM
|> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Tim Leydecker
|> Sent: Tuesday, March 14, 2006 11:45 PM
|> To: XSI(at)Softimage.COM
|> Subject: Re: worldaxis RGB depthfade/distance shader?
|>
|> *bump*
|>
|> Maybe I got a bit carried away in my last e-mail. Came up
|> with the trick myself. In my head, everything looked so clear.
|>
|> I´m looking for a fast way to map individual gradients
|> to the RGB colorchannels, each aligned to one worldaxis.
|>
|> In Maya (hate to say that), I´d simply create a 3D projection
|> node and scale it to the dimensions I need, align it to one of
|> the worldaxes (or whatever else) and use it as UV input for
|> a gradient piped into one of the RGB channel of a surfaceshader.
|> Asign the shader to all sceneobjects and you´re done.
|>
|> *very fast. very easy to edit*
|>
|> Now I try to do the same thing in XSI but run into my own
|> limitations in regard to material editing and backroundknowledge.
|>
|> I´d really appreciate your help.
|>
|> Would make fading/bluring refelections, falloffs on lights and
|> rimlights on certain objects (in conjunction with a normalpass)
|> a snap or would at least help in getting that extra bit of control.
|>
|> Cheers
|>
|> tim
|>
|>
|>
|>
|>
|> ----- Original Message ----- |> From: "Tim Leydecker" <BauerOink(at)gmx.de>
|> To: <XSI(at)Softimage.COM>
|> Sent: Monday, March 13, 2006 11:21 PM
|> Subject: worldaxis RGB depthfade/distance shader?
|>
|>
|> > Hi folks,
|> >
|> > I´d like to use a worldspace/cameraspace Normalpass
|> > together with depthfades, using one channel of a RGB
|> > image for a seperate axis, e.g. X>R, Y>G and Z>B.
|> >
|> > Ultimatively, driving each (color)depth range by two
|> > locators to make best use of the bitdepth, prevent
|> > clipping or restrict the effect to a specific light.
|> >
|> > For faking (volume) light falloff and for fintuned intesities?
|> >
|> > Is there anything in XSI prebuild that does this?
|> >
|> > Cheers
|> >
|> > tim
|> >
|> > P.S: I could also use a shader/pass that spitts out
|> > seperate constant colors based on object/group/flag?
|> > Automatically but reliable per sequence, e.g.not random...
|> >
|> >
|> > ---
|> > Unsubscribe? Mail Majordomo(at)Softimage.COM with the
|> following text in body:
|> > unsubscribe xsi
|> >
|>
|>
|> ---
|> Unsubscribe? Mail Majordomo(at)Softimage.COM with the
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|>



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