Re: replacing spdl files

Date : Fri, 29 Sep 2006 13:18:19 -0400
To : XSI(at)Softimage.COM
From : takita <takita(at)earthlink.net>
Subject : Re: replacing spdl files
Halfdan Ingvarsson wrote:
If you do that, then it'll catch FG/GI/caustics all the time, full strength, whether you want it or not.

I added a shader that sits in between that calculates irradiance the same way that the rest of the XSI base shaders do. You're saying that isn't working? I just tried here and it looks ok to me.
I think it's *kind of* working but not totally. I think I have some repro steps now.

I'm including some jscript at the bottom, basically I'm getting a sphere with the default skin shader, setting ambience and default light intensity to zero, enabling finalgathering and placing a constant white grid above the sphere.

So if you run this script and draw a region you will see the sphere is "lit" by the grid. However the epidermal/subdermal/etc colors are not taken in to account. The default installation spdl gives an image where everything is pure white, albeit "illuminated" by finalgathering.

What I get with the "sample indirect" switches enabled is something like this:
http://home.earthlink.net/~takita/indir_on.jpg
note the brownish coloration at the lower edge which indicates that the colors in the epidermal/subdermal/etc are now being taken in to account.


I did a more extreme version, setting diffuse-red epidermal-grn subdermal-blue to really show the difference.
http://home.earthlink.net/~takita/grad_on.jpg
(this is with indirect on)


http://home.earthlink.net/~takita/grad_off.jpg
(this is with indirect off, like with the factory spdl)

I think that one of the most telling characteristics of skin is the change of hue between the illuminated areas and those in shadow. I don't think that you can get this color change (you could maybe call it a gradient from diffuse->subdermal) simply by mapping a single color or texture to "radiance" or "overall color".

Basically the whole reason this thing came up is I wasn't seeing any of the textures that were plugged in to the diffuse/subdermal/epidermal ports when I was using finalgathering.

-T

//begin
CreatePrim("Sphere", "MeshSurface", null, null);
MakeLocal("sphere.geomapprox", siDefaultPropagation);
SetValue("sphere.geomapprox.gapproxmosl,sphere.geomapprox.gapproxmordrsl", Array(1, 1), null);
SetValue("sphere.geomapprox.gapproxmosl,sphere.geomapprox.gapproxmordrsl", Array(2, 2), null);
InspectObj("Scene_Root.AmbientLighting", "", null, 1, null);
SetValue("Scene_Root.AmbientLighting.ambience.red", 0, null);
SetValue("Scene_Root.AmbientLighting.ambience.green", 0, null);
SetValue("Scene_Root.AmbientLighting.ambience.blue", 0, null);
SetValue("light.light.soft_light.intensity", 0, null);
CreatePrim("Grid", "MeshSurface", null, null);
Translate(null, 0, 5, 0, siRelative, siGlobal, siObj, siXYZ, null, null, null, null, null, null, null, null, null, 0, null);
ApplyShader("Material\\Constant", "", null, "", siLetLocalMaterialsOverlap);
SetValue("grid.Material.Constant.color.red", 1, null);
SetValue("grid.Material.Constant.color.green", 1, null);
SetValue("grid.Material.Constant.color.blue", 1, null);
SetValue("ViewRenderOptions.EnableFinalGather", true, null);
CopyPaste(null, "Shaders\\Material\\SSS_Fast_Skin.Preset", "TransientObjectContainer", null);
SIConnectShaderToCnxPoint("TransientObjectContainer.SSS_Fast_Skin", "Sources.Materials.DefaultLib.Scene_Material.material", false);
//end



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