Just to clarify: that image was just a first test after fiddling with the shader for some minutes, so it isn't thought to be a perfect rendering as of yet, but it shows huge potential IMO.
Each material consists of only one node BTW.
Tim: Yes I played with LGlass but found it a bit unflexible to be honest. I like the on from tek2shot way more.
The funny thing is, that I'm currently coding a glass shader for messiah so this is all very inspiring and interesting to me:
http://forums.cgsociety.org/showthread.php?p=3661838#post3661838
Kim: The problem with customers is, that they will always want the one thing that is not possible. This is fully independent from implementation ;-) (Who's Law was that again? ;-) )
Cheers,
Thomas Helzle
On Thu, 29 Jun 2006 01:23:24 +0200, Tim Leydecker <BauerOink(at)gmx.de> wrote:
> Hey Thomas,
>
> youÂre right, the tek2shoot guys are marvelous.
> Sebastien helped me a great deal today!
>
> BRDF sounds sexy (hellboy?), naw seriously.
> ThereÂs all sorts of weird connections in Maya,
> XSI and mR between reflections and specular,
> even physical stuff like photons+caustics are
> supposed to be tuned by setting a high specular
> value, umhm, specular, not reflections...
>
> Still, althought I really like the gradients youÂve
> got in your rendering - lovely - did you also try
> Lglass allready?
>
> I did one of my pictures for my thesis with it,
> using Maya and mR FG. Flickered like hell
> when I did a 360Â rotation of my lightrig to
> find the best lighting/look but amazing anyway.
>
> Tequila bottle, no touch ups here, exept *.hdr conversion:
>
> http://www.hafenlola.com/downloads/Ley_Lglass.jpg
>
> 50 kB, maybe a bit hard in contrast/conversion, I still have
> to get used to the way CS2 handles *.hdr files. First try.
>
> Cheers!
>
> tim
>
> P.S: Thanks again Sebastien!
>
>
>
> ----- Original Message -----
> From: "Thomas Helzle" <xsi(at)screendream.de>
> To: <XSI(at)Softimage.COM>
> Sent: Thursday, June 29, 2006 12:14 AM
> Subject: Re: Replacing the shadertree? Possible?
>
>
>> The solution is in reach:
>> If anyone missed this amazing new material
>> http://www.tek2shoot.com/content/view/29/27/
>> Please have a look.
>> It combines a lot of what we are talking about here into one shader.
>>
>> - Instead of separate shaders for each highlight-flavor you have a dropdown to
>> select the one you need.
>> - Instead of those cheap archaic highlight solutions (phong, blinn) only, it has
>> Lafortune built in that really looks like light reflections instead of painting
>> just dots.
>> - It combines physical accurate surface simulation with all the older models.
>>
>> For me, it will replace about 20 or more of XSIs nodes in my everyday work.
>>
>> And it is very fast too.
>>
>> It reflects perfectly what I need everyday: On one hand, I need "Steel, Gold,
>> Glass, Paint" - I don't want to spend half an hour with basic archaic nodes to get
>> it right, but just slap a shader on it and be done. There are many materials like
>> these that are very well defined anyway.
>> Then I have more special needs where I need to tweak a lot. Again, with this node I
>> see all the possibilities to mix and connect like I want to.
>>
>> My first test after playing with the shader for 20 minutes:
>> www.screendream.de/stuff/T2S_illumination_Glass_v0001.jpg
>>
>> Wow, this tool is hot.
>>
>> Now I just have to find out how I can make this the default material :-)
>>
>> I am deeply impressed by this shader. Thanks a ton for this fantastic plugin to the
>> people at Tek2Shot!
>>
>> Thanks, Thanks, Thanks, Thanks....
>> ... ok I'll stop now ;-)
>>
>> Thomas Helzle
>>
>>
>>
>>
>> On Wed, 28 Jun 2006 22:36:47 +0200, Andy Jones <andy(at)thefront.com> wrote:
>>
>>> It sounds like what you're talking about is a sort of "shader wizard"
>>> that just helps you design a shader. This is something we've talked
>>> about for quite a while, as a way to get more people shading despite the
>>> additional complexity of our custom multi-pass shader trees that tend to
>>> change per job. In lieu of actually doing that, we eventually just
>>> implemented a system for translating standard shaders into valid shader
>>> for the current job by creating a library of metadata about how all the
>>> inputs of shaders should be interpreted, even if they have different
>>> names. The problem is that artists still do weird things with the base
>>> shaders that don't really translate into something reasonable and
>>> organized. And sometimes we get things dialed by eye that are just
>>> downright wrong.
>>>
>>> Ultimately, what has benefited us far more is to find ways to reduce the
>>> building blocks of the shaders to a smaller set which we can then change
>>> dynamically and have the changes propagate through the job. By doing
>>> this, we reduced the amount of work required to do shading for a job and
>>> were able to leverage more talent and technical prowess per shader than
>>> we could before. Basically, what I'm saying is that there would be
>>> tremendous benefit on even just medium scale productions to having some
>>> sort of macro engine so that the work done by technical types could be
>>> used in an intuitive way by artists within the context of a particular
>>> show. Sort of like if there were an easy interface for creating shader
>>> phenomena (which maybe there will be very soon).
>>>
>>> Wizard-like tools would still be very useful for people I'm sure. These
>>> aren't mutually exclusive concepts at all.
>>>
>>> -Andy
>>>
>>> Luc-Eric Rousseau wrote:
>>>
>>>> I did not argue for a layer-based approach instead of a tree-based approach, I
>>>> argued for new tools where the material is described by combining elemental,
>>>> artistic properties together instead of programming functions. Some of these
>>>> functions may be complex and a single conceptual connection between two could
>>>> mean dozens of connections at the low implementation level. For fudging the
>>>> results, artist might use tools like paint the shadows and highlights in 3D, or
>>>> position a gradient with a manipulator in the 3D viewport. It just means that the
>>>> problems are addressed in different ways, not so much based on how it has to be
>>>> implemented. The tech people always get a sense of panic that power will be
>>>> taken from them any time these discussions occur, but they generally end up
>>>> benifiting from additionnal tools to play with, and more time to as the mundane
>>>> stuff begins to work out-of-the-box. btw I don't know the plans in XSI, but it
>>>> should be interesting to see how mental r!
>> ay!
>>> '!
>>>> s metaSL will impact the more technical needs.
>>>>
>>>>
>>>>
>>>>> -----Original Message-----
>>>>> From: Tim Leydecker
>>>>>
>>>>> Hi Luc,
>>>>>
>>>>> itÂs true, everything that can be laid out flat and painted easily
>>>>> across meshborders without any seams is an artists dream.
>>>>>
>>>>> But nodes for condition state of an object/selection are as well,
>>>>> the angle two objects have, the distance in a relation to something
>>>>> else, the lightintensity at a certain point, the viewingangle
>>>>> all those
>>>>> bits also help in getting the best out of that perfect pink nailgloss
>>>>> painted on previously. ItÂs also great if you donÂt have to repeatedly
>>>>> refresh it whenever you add a layer, e.g. you share a common
>>>>> texture support or UV set, picked one, new color done.
>>>>>
>>>>> IÂd therefor really wouldnÂt want to limit things to a layer approach.
>>>>> Actually, I hardly ever layer textures in Maya on a specific channel
>>>>> but do often layer entire materials, or misuse a material to get the
>>>>> illuminated areas (including the parts partly occluded by shadow)
>>>>> as a way to select areas and do another operation on those.
>>>>>
>>>>>
>>>> [...]
>>>>
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>>>>
>>>
>>>
>>>
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>>
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