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 orfaster 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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