Re: Test...

Date : Sat, 27 Jan 2007 00:37:53 +0200
To : XSI(at)Softimage.COM
From : "Dan Yargici" <danyargici(at)gmail.com>
Subject : Re: Test...
Hi Daniel, you probably already know this, but Ben has already created and released a pretty cool parallax shader. (http://shaders.moederogall.com/Parallax7.zip)

Just incase you missed it while you were off in the ether for the last couple of years! ;)

Anyway, as Ben is writing in this thread and hasn't commented, I presume you guys are having a bit of banter behind the scenes...

DAN
(I'm only sticking my nose in because yours and Ben's shaders have been and still are such an important part of my daily life!)



On 1/26/07, Jeffrey Dates <jeff(at)janimation.com> wrote:
Awesome! Thanks a ton, Daniel.

Yeah, I'm not looking as it as a production model, more of a learning tool to understand better how to use those math nodes.

Thanks again!









Daniel Rind wrote:
For getting the normal names, you can just look into the spdl (open the PPG, right click on the grey area above the first tab, Edit...). The left two are Vector_State nodes, the others are Vector_math_Vector and Vector_math_Scalar nodes.

I made a little graphic with comments, which should make it a bit clearer. http://animus.brinkster.net/temp/Parallaxtree.png

It's more a proof-of-concept than production usable, since there's no node to project an arbitrary vector into texture space (which is exactly what is needed here). It only works here because of the way the grid is placed and textured.

Ciao, Daniel!

----- Original Message ----- From: "Jeffrey Dates" <jeff(at)janimation.com>
To: <XSI(at)Softimage.COM>
Sent: Friday, January 26, 2007 6:25 PM
Subject: Re: Test...


Thanks for this sample Daniel,

I'm dissecting what you have done in the rendertree, and would love to
see the unnamed nodes!? ( default names I guess )  I'm attempting to
educate myself on how you were able to get what you got... and I'm new
to some of the math nodes that you are using.  ( but I want to learn! )

If you are so inclined, if you sent me a version of your tree with the
nodes named by default that'd be huge!
In the meanwhile I'm hunting and pecking through the nodes to recreate
your tree and learn me some fancy functions!  Thanks for the education.

:-)

I love picking up new techniques.. and this one is really impressive.
thanks again,

jeff.






Daniel Rind wrote:
Hm might be >_> I like testing stuff in the rendertree first - if I
can get it to work there, I can get it to work as a compiled shader.

The thing is really limited, though - it only works because the world
X/Y coordinates match the texture X/Y coordinates in the sample
(that's why the grid is upright, and not lying in the XZ plane...).

Ciao, Daniel!

----- Original Message ----- From: "Kim Aldis" <XSI(at)kim-aldis.co.uk>
To: <XSI(at)Softimage.COM>
Sent: Friday, January 26, 2007 5:53 PM
Subject: RE: Test...


Now you're just showing off.

Wasn't it you that did AO for the first time in the RT Daniel?

-----Original Message-----
From: owner-xsi(at)Softimage.COM [ mailto:owner-xsi(at)Softimage.COM] On
Behalf Of Daniel Rind
Sent: 26 January 2007 16:40
To: XSI(at)Softimage.COM
Subject: Re: Test...

OK, there's something really weird going on here... I'm trying to send
as plain text now:

> That only 8bit data thing for the tangents is odd, since they use
> float arrays...
> on the other hand, that whole normal mapping technique is unprecise
as
> hell anyways, so I guess nobody will ever notice... ;)

  • References:
    • Re: Test...
      • From: "Daniel Rind" <daniel.rind(at)chello.at>
    • RE: Test...
      • From: "Kim Aldis" <XSI(at)kim-aldis.co.uk>
    • Re: Test...
      • From: "Daniel Rind" <daniel.rind(at)chello.at>
    • Re: Test...
      • From: Jeffrey Dates <jeff(at)janimation.com>
    • Re: Test...
      • From: "Daniel Rind" <daniel.rind(at)chello.at>
    • Re: Test...
      • From: Jeffrey Dates <jeff(at)janimation.com>

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