Re: Replacing the shadertree? Possible?
| Date : Thu, 29 Jun 2006 10:47:59 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: Replacing the shadertree? Possible? |
Hi Kim,
as I understood it, you were just sharing your client communications experience...
Can it make a sort of stripey, greeny, marbly sort of thing. With splodges. And maybe a couple of holes, with a client breathing down your neck who can change his mind on a sixpence and thinks green is too blue?
But seriously, Andy Jones had pointed out the following here:
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.
Boiling it down into that "all in one solution", geared towards a specific job, may help in getting out at least some time to tweak results artistically? Not by relying on something monilithic or a black box but by optimizing things down to the parameters you know need to be consistent, exposing only the parameters you need for tweaking? Would you like such a thing?
Having ways of cutting down on repetitive tasks, using some sort of macro or spreadsheet approach to transfer and manipulate settings, shaders or whatever from a (fixed up, corrected, revised) sampleshader over to other properties or scenes? Like using Gator but for every desired input?
ThereÂs of course ways to using reference models or a shader DB but personally I stay away from trying to automatically swap out things and would prefer to have personal/visual quality control instead of updating a setting and suddenly realize I broke all my scenes by deleting a shader...
tim
P.S: Given the current development in 3D, I wouldnÂt claim I know the one and only route to success, as success (in my case) hasnÂt happened yet... I mean, itÂs worth and valuable if there is diversity to pick from, both in approaches to how a material is laid out and workflow develepments, testing all sorts of mutations could help in coming up with something stable?
----- Original Message ----- From: "kim aldis" <kim(at)aldis.org.uk>
To: <XSI(at)Softimage.COM>
Sent: Thursday, June 29, 2006 10:18 AM
Subject: RE: Replacing the shadertree? Possible?
It occurs to me that this looks like I'm dissing the tek2shoot shader. I wasn't, it's a fine shader. What I was trying to say was that often the all in one solution isn't enough.
-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of kim aldis Sent: 28 June 2006 23:19 To: XSI(at)Softimage.COM Subject: RE: Replacing the shadertree? Possible?
Can it make a sort of stripey, greeny, marbly sort of thing. With splodges. And maybe a couple of holes, with a client breathing down your neck who can change his mind on a sixpence and thinks green is too blue?
> -----Original Message----- > From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On > Behalf Of Thomas Helzle > Sent: 28 June 2006 23:14 > To: XSI(at)Softimage.COM > 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. > >>> > >>> > >> [...] > >> > >> --- > >> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text > >> in > body: > >> unsubscribe xsi > >> > >> > >> > > > > > > > > --- > > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in > body: > > unsubscribe xsi > > > > > > --- > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in > body: > unsubscribe xsi >
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- From: "Luc-Eric Rousseau" <lucer(at)Softimage.COM>
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- RE: Replacing the shadertree? Possible?
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