Re: worldaxis RGB depthfade/distance shader?
| Date : Tue, 21 Mar 2006 15:03:05 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: worldaxis RGB depthfade/distance shader? |
Hi Axel, Hi Holger,
both ways have something to fancy. Thanks guys!
I like the idea of the nulls/implicits quite a lot since I try to have a way to visually set in/out ranges while being able to move/parent those controls to something.
In this case a light w/solid (volume) coneobject.
The axis gradients are meant to be used to shade that surface/volume with greater control, I could start with something faking linear fallof but could as well change this to exponential or set extra color input positions according to desire.
This rensults in a very fast ADD layer for comping volumeffects.
The second (easier) solution I hope to derive is for cameraspace, I want to be able to fallow a light attached to camera independently for screenspace XY. Think of some sort of deepsea footage, it´s basically a mult onto a Z-depth comped FG element.
The reason why I´d want this extra pass is to be able to put viewer focus on the character/props appearing disapearing, by animating luminance and DOF for each element. Would be great to prevent colorbanding and much fiddling by simply sliding some nulls while having the renderregion update in (almost) realtime. (I love satelite rendering...)
Here´s a cheesy sampleclip (pretty old, ignore the toonline):
http://www.hafenlola.com/downloads/fadeaway.mov
360KB, showing/simulating a cameraheadlight fading by distance, toonline was meant to be used for thickness driving SSS but is pretty much obsolete now.
Cheers
tim
P.S: I won´t be able to respond for the rest of today, sorry!
----- Original Message ----- From: "Schoenberger" <XSI(at)digidragon.de>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, March 21, 2006 2:34 PM
Subject: RE: worldaxis RGB depthfade/distance shader?
But this would be a Zbuffer/depth pass, not a XYZ coordinate pass...
Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night
|> I have an even easier setup. |> Get a Scalar_State (set it to Ray length) plug this into a |> Change_range and plug this into the Surface of a material. |> |> Get two nulls (I call them NEAR and FAR) and put the |> following expressions in the Change_range Old Range Start and End: |> |> ctr_dist_cam( NEAR.kine.global.pos ) |> |> ctr_dist_cam( FAR.kine.global.pos ) |> |> Set the New Range Start and End to 1 and 0. |> |> |> Move the nulls to get a white to black gradient between them.
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- RE: worldaxis RGB depthfade/distance shader?
- From: "Schoenberger" <XSI(at)digidragon.de>
- RE: worldaxis RGB depthfade/distance shader?
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