thanks, yes, im comfortable ive thrashed out the options with overrides
over the years.
i just wish they got revisited and refined by soft at some stage,
whilst they are very powerful, im sure they can be pushed further.
on a side note.
thats a cool bird youve got there.
_sam
Sam Cuttriss
Janimation 3D Aficionado
Thiago Costa wrote:
Yes you go crazy with
overrides...
In theory you can plug new shaders in any part of your tree, leaving
intact the rest of your shader... hosting an entire new branch or
whatever you want.
This is specially useful if you have a specific shader using
displacement and you want a new surface material on the new pass, but
keeping the displacement... so you can host an entire new surface
connection inside your override (or part of it).
But well it depends on what you are doing... I've attached an image
showing how I usually build it up (both trees are the same material).
This is the fastest way I found for that... maybe there's a better way
around though.
http://www.thiagocosta.net/temp/override.jpg
On 05/11/2007, Sam Cuttriss <
sam(at)janimation.com> wrote:
thats fine when using
homogeneous shaders
but as soon as you have a few phongs, a few hair shaders, some sprites,
etc etc etc.....
the number of permutations for all the custom overrides becomes obscene.
i may be misunderestimating, but i dont think its possible to do this
with one override?
_sam
Sam Cuttriss
Janimation 3D Aficionado
Thiago Costa wrote:
i would LOVE for there to be an option to
intervene instead of just
override,
ie instead of completely replacing the surface
if you could jkeep all shaders alpha properties and override their rgb.
you can put any part of your shader inside the override... and connect
whatever you want.
I usually work on sprite objects overriding the diffuse color of a
shader.. or the "input" in the sprite shader, instead of override the
entire surface or tree...
On 05/11/2007, Sam Cuttriss <sam(at)janimation.com
> wrote:
i would LOVE for there to
be
an option to intervene instead of just
override,
ie instead of completely replacing the surface
if you could jkeep all shaders alpha properties and override their rgb.
_sam
Sam Cuttriss
Janimation 3D Aficionado
Patrick Nethercoat wrote:
give them constant white in
the
sprite's colour, and put a black volume_fog shader on the pass.
Patrick
-----
Original Message -----
Sent:
Monday, November 05, 2007 4:30 PM
Subject:
Depthmap for alpha mapped leaves?
I am doing a jungle shot
where
many of the plants have alpha sprite mapped leaves. Now I need a depth
map, and using etither BA Raylength or scalar state works almost fine
with sprites - only problem is a thin line of brighter pixels on the
aliased edges of the alpha - do you guys have any ideas on how I get
rid of those?
Morten Bartholdy
3D & VFX Artist
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