You could try some soft highlights & run them through a grad in the Render tree to get some optical/sprectrumy type colours.
An incidence shader in the mix might help as well.
A.
________________________________
From: owner-xsi(at)Softimage.COM on behalf of Tim Leydecker
Sent: Wed 12/07/2006 00:06
To: XSI(at)Softimage.COM
Subject: Re: need faster chromatic aberration
Holger Schönberger has an oily_specular shader,
it´s also available for Linux but I haven´t played
with it yet.
http://www.binaryalchemy.de/index_dev.htm
Obviously, I like Holger´s alot, too. Even
thought I havn´t met any of the guys in person
(in case I gave the impression).
Cheers
tim
P.S: RSMB works great on "diffusing" a highlight
or reflectionpass as a basis to do chromatic abberations
or simply fake blurred reflections (if there is movement)
----- Original Message -----
From: "Kris Rivel" <kris(at)krisrivel.com>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, July 12, 2006 12:43 AM
Subject: RE: Re: need faster chromatic aberration
> Cool thanks Tim. I want to play around with the T2S shaders but I'm on Linux at
> the moment and I don't think they are available for this OS. I'll look into the
> post effects though.
>
> Kris
>
>>Shot in the blue, render a specular light sweeping across the
>>surface with the timing desired, put into Aftereffects or Combustion
>>add Flair Box Blur http://www.frischluft.com/flair/description.php
>>and mask the effect to surface boundary using seperate alpha.
>>
>>I can recommend Philip Spoeth for being a really nice guy
>>worth more than the few bucks he earns with his plug-ins.
>>
>>Alternatively, you may want to look into T2S_Coating,
>>http://www.tek2shoot.com/content/view/30/27/
>>Also very nice and helpful guys.
>>
>>Cheers
>>
>>tim
>>
>>
>>
>>
>>----- Original Message -----
>>From: "Kris Rivel" <kris(at)krisrivel.com>
>>To: <XSI(at)Softimage.COM>
>>Sent: Wednesday, July 12, 2006 12:20 AM
>>Subject: need faster chromatic aberration
>>
>>
>>> I'm looking to do some chromatic aberration. The Diffraction shader is
>>slower than
>>> all hell. Any way to possibly fake something similar? I'm sure I could
>>whip up
>>> all kinds of gradients but I'm not sure what type of vectors or other math
>>to feed
>>> the gradient to simulate this since it seems a bit more complex than your
>>average
>>> ray length or something. Any ideas?
>>>
>>> --
>>> Kris Rivel
>>> 3D Freelance Artist
>>> kris(at)krisrivel.com
>>> www.krisrivel.com --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the
>>following
>>> text in body: unsubscribe xsi
>>
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>>Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
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