Re: Zbrush shading in XSI

Date : Thu, 1 Nov 2007 11:25:39 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: Zbrush shading in XSI
Starting to read up on shader writing for mentalray
(umhh, copy&paste for phenomena, to be true...)
I´ve stumbled across tAmaan Akram´s shading theory:
http://www.mymentalray.com/mymr_tutorials/tutorials_custom_tutorials/Shading%20theory_Lesson4.htm

The interesting bit (judged by my limited knowledge)

Vector A = (X1, Y1, Z1)
Vector B = (X2, Y2, Z2)

Given that vectors A and B have been Normalized:

Cos (theta) = (X1*X2) + (Y1*Y2) + (Z1*Z2)

is that one might (?) be able to use that in form of a
Normal map to drive a gradient for selfshadowing?

Especially if there´d be a way to define a threshold
area (or volume) in which face orientation is compared?

I know, most people will probably laugh at my
childish approach, it´s based on learned artisitic
practice, eyeballing a surface (or area) to guesstimate
wether it should be lit or shadowed while trying to paint it...

Cheers

tim





----- Original Message ----- From: "Alan" <alan.fregtman(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, October 30, 2007 2:45 AM
Subject: Re: Zbrush shading in XSI



And speaking of neat realtime lighting, the absolute best would be
Pixar's "Lpics" propietary realtime lighting software:

http://graphics.pixar.com/Lpics/lpics_siggraph.mp4
http://graphics.pixar.com/Lpics/paper.pdf

From Siggraph 2005. One can only imagine how much more advanced or
faster it probably is in the present day. :o

  -- Alan Fregtman


On 10/26/07, Tim Leydecker <BauerOink(at)gmx.de> wrote:
Hi Mathieu,

did you see any progress sofar?

I guess you allready know Andy Nicholas´ Postlight?

http://www.andynicholas.com/thezone/index.php?area=downloadinfo&app=XSI5&file=0

and the Taron/Spoeth ZBornToy:

http://www.frischluft.com/zborntoy/zborntoy.php


Both aren´t strictly realtime but still interesting in their approach, should at least be inspiring in terms of splitting up a "realistic realtime shader" into components and identifying the required buffers/passes/calculations?

Personally, I wonder why something like postlight
(in a streamlined implementation) isn´t the default
way of the viewport giving user feedback?

Whatever, instead of just mimicking ZBrush´s (beautiful)
viewport/shaders, I´d love to have that coupled with
a full-throttle control for lights, surfaces and reflections...

Including "satellite nodes" for extra viewport redraw...

Cheers

tim






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