mrice Posted February 15, 2010 Share Posted February 15, 2010 Hi guys I've been working on and off on an idea for another ubershader, and I think its at the point where someone else might find it useful. There's more I have planned, but it would be great to get some feedback at its current stage. I'll be adding some more to it as well as optimizing it soon, although from my tests so far the vex compiler seems to be doing a pretty good job so the performance is not too bad... You can find the otl, binaries, source, and a screencapture overview here. There are many things not covered in the video so if you have any questions, ask away. Quote Link to comment Share on other sites More sharing options...
dbukovec Posted February 15, 2010 Share Posted February 15, 2010 It's awesome Michael! Quote Link to comment Share on other sites More sharing options...
chumbuk Posted February 22, 2010 Share Posted February 22, 2010 excellent work man!!! Quote Link to comment Share on other sites More sharing options...
Jason Posted February 22, 2010 Share Posted February 22, 2010 I like the results! I'll look at the shader ASAP! Quote Link to comment Share on other sites More sharing options...
dbukovec Posted February 22, 2010 Share Posted February 22, 2010 This shader really comforts/solves some workflow issues, for example makes driving attributes very easy, should be included in next version of Houdini! Quote Link to comment Share on other sites More sharing options...
mightcouldb1 Posted February 22, 2010 Share Posted February 22, 2010 Really nice work, this shader looks amazing. It has all the features than anyone would want for a relatively basic shader. I am going to try and break it down when I get home. That's some really nice work you have done! Thanks for sharing. Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted February 22, 2010 Share Posted February 22, 2010 Nice work Michael! I haven't downloaded it yet but I checked out the video -- love the on-the-fly mixers and modifiers. Kudos! Quote Link to comment Share on other sites More sharing options...
Bunkerfritz Posted February 22, 2010 Share Posted February 22, 2010 Wow.. SESI definitely needs to buy this one out. And special rewards for yogi. Quote Link to comment Share on other sites More sharing options...
Matt_K Posted February 23, 2010 Share Posted February 23, 2010 Nice! Looks really good! Thanks for sharing - can't wait to give it a whirl. Matt. Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted February 24, 2010 Share Posted February 24, 2010 Wicked Cool. I can't wait to study it. I like the layout. It is way different than any shader I've seen before. I think it will solve a bunch of the problems I've been coming across with my shaders lately. Quote Link to comment Share on other sites More sharing options...
itriix Posted February 25, 2010 Share Posted February 25, 2010 Go Yogi! Super duper awesome tool! Thanks a lot! (ps... haven't tried it myself, but i think i heard somewhere that if you upload it to the exchange, they will turn it into a commercial version for you)... Jonathan Quote Link to comment Share on other sites More sharing options...
altbighead Posted February 25, 2010 Share Posted February 25, 2010 i am excited.I twill try asap but does it have a option to linearize the texture maps Thanks Quote Link to comment Share on other sites More sharing options...
blackchicken Posted February 25, 2010 Share Posted February 25, 2010 Waaaau beatiful shaders......BC...... Quote Link to comment Share on other sites More sharing options...
mrice Posted February 26, 2010 Author Share Posted February 26, 2010 Thanks for the nice words everyone (ps... haven't tried it myself, but i think i heard somewhere that if you upload it to the exchange, they will turn it into a commercial version for you)... I've had a few questions about the otl. I don't think the lgpl license of the simplexnoise library is compatible with the exchange's terms, but I could try uploading just the otl there and seeing if it magically becomes commercial I twill try asap but does it have a option to linearize the texture maps You could do it in-shader by connecting the texture to a modifier set to "color correct", and do your inverse gamma there. This isn't a great idea AFAIK because you might have issues when mantra is interpolating across mipmap levels. The "right" way would be to use the "convert to rat" utility under the settings tab, there's an option to set gamma there, and you can convert multiple textures at once. 1 Quote Link to comment Share on other sites More sharing options...
altbighead Posted February 26, 2010 Share Posted February 26, 2010 thanks for the tip! Great to know. Quote Link to comment Share on other sites More sharing options...
altbighead Posted February 27, 2010 Share Posted February 27, 2010 no_shadow.hipnc hi i am not getting any shadow using PBR.Am i doing something wrong? Quote Link to comment Share on other sites More sharing options...
mrice Posted February 27, 2010 Author Share Posted February 27, 2010 There are some quirks with the oren-nayer model. Try turning on raytrace shadows on the light. Another thing you might run into is that shooting photons doesnt work on surfaces shaded with oren-nayer, so you would need to switch the surface to lambert when creating a photon map. Quote Link to comment Share on other sites More sharing options...
altbighead Posted February 27, 2010 Share Posted February 27, 2010 There are some quirks with the oren-nayer model. Try turning on raytrace shadows on the light. Another thing you might run into is that shooting photons doesnt work on surfaces shaded with oren-nayer, so you would need to switch the surface to lambert when creating a photon map. You mean diffuse model has to be lambert ?I am using PBR which shadows are on by default and no photo shootng involved. thx Quote Link to comment Share on other sites More sharing options...
goldleaf Posted February 27, 2010 Share Posted February 27, 2010 Wow! Thanks! BTW, if you upload to the exchange, your otls will convert to commercial-friendly ones. Quote Link to comment Share on other sites More sharing options...
altbighead Posted February 27, 2010 Share Posted February 27, 2010 sorry to be shooting many questions! Am i correct to assume that AOV passes are not correctly working in PBR mode? Quote Link to comment Share on other sites More sharing options...
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