Re: worldaxis RGB depthfade/distance shader?

Date : Mon, 20 Mar 2006 12:20:50 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: worldaxis RGB depthfade/distance shader?
Hi Holger,

thanks for the explanation, I also looked into using a
Cameraprojection, will now look at how to set ranges.

Will also have a look at  http://www.andynicholas.com/
as soon as it is available again...maybe I reinvent the wheel.

A new object requires a new projection.
The projections are inside the object, not the shader.
You need to create a spatial projection for each object.

I´ll log a feature request at Softimage, Maya allows to share a projection (in a shading network) across multiple objects.

Should prove to be a timesaver and also makes all sorts of
texturing/rendermapping/re-projecting across multiple objects
alot easier - since it boils down to one node you SRT for all.

Thanks again for the  tips,

Cheers


tim


----- Original Message ----- From: "Schoenberger" <XSI(at)digidragon.de>
To: <XSI(at)Softimage.COM>
Sent: Monday, March 20, 2006 11:08 AM
Subject: RE: worldaxis RGB depthfade/distance shader?





A new object requires a new projection.
The projections are inside the object, not the shader.
You need to create a spatial projection for each object.

Or you use a different way. With the vector state node, set to "intersection point" you get the world coordiates without any
projection.
But then you have to do some vector math in the render tree to scale it to the range you want.



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: Sunday, March 19, 2006 1:10 AM
|> To: XSI(at)Softimage.COM
|> 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/somewhatbuggyperaxisdept
|> hchannel.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:
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|> >> |> >
|> >> |>
|> >> |>
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|> >>
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