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Od[force] Shaders Scene


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#1 Marc

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Posted 15 June 2007 - 11:58 PM

Hey all

We're releasing this to you early so you can possibly get started on something and then migrate to the final file once it's been finished. If you've been to other renderer's shader sites, then this should be familiar to you.

Basically the file has been built to provide a fairly neutral environment. This will allow for standard presentation of all shaders submitted using this method. We'll probably put up some rules to follow in the coming days. For now though, feel free to download the file and try it out.

Thanks
the odforce guys

--- the files follow here ---

Attached Files


"I am mighty! I have a glow you cannot see. I have a heart as big as the moon, as warm as bathwater. We're superheroes, man! We don't have time to be charming! The boots of evil were made for walking. We're watching the big picture, friend. We know the score. We are a public service, not glamour boys! Not captains of industry! Not makers of things! Keep your vulgar moneys! We are a justice sandwich, no toppings necessary!

#2 vmuriel

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Posted 16 June 2007 - 02:15 AM

Good initiative.
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#3 Ratman

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Posted 17 June 2007 - 05:22 PM

Hey Marc, cool file, though i'm having issues with the otl.

Once i install it and open a new scene and apply my shaders, the textures stop working , it all works fine from your scene files provided, but it goes awry on me once i open the otl on another scene.

Other than that it's pretty cool :)

#4 Marc

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Posted 17 June 2007 - 09:41 PM

Hey Ratman

This is all expected to be used from within the example file. We'll be posting the rules of use in the next couple of days. But basically if you want to submit a shader then everything in the file should be identical apart from the shaders (and any cops/vops you need of course).
There will probably be some upgrades to the file in the near future anyway, so this is just for playing with :).
"I am mighty! I have a glow you cannot see. I have a heart as big as the moon, as warm as bathwater. We're superheroes, man! We don't have time to be charming! The boots of evil were made for walking. We're watching the big picture, friend. We know the score. We are a public service, not glamour boys! Not captains of industry! Not makers of things! Keep your vulgar moneys! We are a justice sandwich, no toppings necessary!

#5 Jason

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Posted 11 July 2007 - 05:21 PM

I've made a small update to the shaderball scene.

*/ Basically, I've contained everything into the single OTL - all textures are embedded.
*/ I've added displacement shader support - no longer should it be necessary to Allow Editing to use displacement shaders
*/ Improved the shadow quality a bit
*/ The name of the shader is derived via expression from the actual shader name. You can change this behaviour if you want to.

I've updated the original post at the start of this thread with the new OTL.
jason iversen
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odforce g+ page: https://plus.google.com/103473736257525043693

#6 photex

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Posted 12 July 2007 - 03:59 AM

View PostJason, on Jul 11 2007, 07:21 PM, said:

I've made a small update to the shaderball scene.

*/ Basically, I've contained everything into the single OTL - all textures are embedded.
*/ I've added displacement shader support - no longer should it be necessary to Allow Editing to use displacement shaders
*/ Improved the shadow quality a bit
*/ The name of the shader is derived via expression from the actual shader name. You can change this behaviour if you want to.

I've updated the original post at the start of this thread with the new OTL.

noice!

Are we going to end up with a version separate for H9?
////////////////////////////////////////////
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//    chip collier: lvl28 artist lfg
//
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#7 Jason

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Posted 12 July 2007 - 06:45 AM

View Postphotex, on Jul 12 2007, 03:59 AM, said:

noice!

Are we going to end up with a version separate for H9?

Yeah, I think we should - just a Material slot and we're done,  (rubs hands!) :)
jason iversen
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#8 crunch

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Posted 12 July 2007 - 07:20 AM

View PostJason, on Jul 12 2007, 10:45 AM, said:

Yeah, I think we should - just a Material slot and we're done,  (rubs hands!) :)

You probably also want to be able to select geometry:  teapot, sphere, hair, volume, etc.  But yeah, should be a wee bit simpler.

#9 michael

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Posted 12 July 2007 - 07:47 AM

different geometry is 'on the list' :)

we wanted to just get something started that would give everyone a solid start - so that people could make shaders and share them with the community in a standard way...
this scene will evolve as time goes on - so keep offering suggestions!
Michael Goldfarb | CG Supervisor | Mr. X

#10 Marc

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Posted 12 July 2007 - 08:44 AM

As for different geometry, we're aiming to build a single piece of geometry that can be used to represent 90% of the shaders that people will build. Any special shaders for things such as hair, fx shaders etc can have the geometry modified by the shader writer, but otherwise one of the rules that we're busy writing is that nothing must be changed in the scene other than what applies directly to the shader.
That way we get a consistent presentation of all shaders so people know what they're getting.

We're basically modeling ourselves after these guys and it seems to work for them :
http://mxmgallery.maxwellrender.com/
http://www.vray-materials.de/
"I am mighty! I have a glow you cannot see. I have a heart as big as the moon, as warm as bathwater. We're superheroes, man! We don't have time to be charming! The boots of evil were made for walking. We're watching the big picture, friend. We know the score. We are a public service, not glamour boys! Not captains of industry! Not makers of things! Keep your vulgar moneys! We are a justice sandwich, no toppings necessary!

#11 dee900

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Posted 12 July 2007 - 04:57 PM

When rendering, I get pink walls characteristic of a missing texture.  I haven't looked into why the v_walls diffmap reference into COPs isn't working properly.  (This is on Windows, v8.2.13)

#12 dee900

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Posted 12 July 2007 - 05:32 PM

View PostMarc, on Jul 13 2007, 02:44 AM, said:

We're basically modeling ourselves after these guys and it seems to work for them :
http://mxmgallery.maxwellrender.com/

The Maxwell people have put a lot of thought into their ball.  Why not just use it (with attribution)?
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