LaidlawFX Posted November 11, 2010 Share Posted November 11, 2010 Does anybody know what the render engine defaults are for the smoke shader? Before I place a shader on to smoke it has a certain look to it when rendered. I want to replicate this in a shader and build from it. I got the basic smoke to be very similar after adjusting the density values a bit, I'm guessing therefore there is some sort of scene dependency on what the render engine uses, but it appears to cull some areas more than others when I place the shader on it. Quote Link to comment Share on other sites More sharing options...
brianburke Posted November 16, 2010 Share Posted November 16, 2010 seems like density x50 * pt clr * isotropic lighting model gives identical results to the default shader seems to be the same for rt and pbr default_smoke_shader.hip Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted November 21, 2010 Author Share Posted November 21, 2010 seems like density x50 * pt clr * isotropic lighting model gives identical results to the default shader seems to be the same for rt and pbr Cool thanks. It works well. On a side note, I made a bad choice to use PBR with volumetric and it gave me a whole series of errors I couldn't figure out, lots of crunchies and bad shading levels. Thus to say it is only good to use the non-PBR shader engines and more practically just use micropolygon engine instead of the ray trace engine to shade volumetrics. It was also a lot faster. Quote Link to comment Share on other sites More sharing options...
brianburke Posted November 23, 2010 Share Posted November 23, 2010 just use micropolygon engine instead of the ray trace engine to shade volumetrics rt def. has its place, works particularly well with instancing also comes with the benefit of trading softness/mashed-potatoey look for sampling noise which is way preferable imo having access to both is the rad, <3 the mantras Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 11, 2011 Author Share Posted January 11, 2011 Shader stashing... new smoke shader based on the direct lighting model (not only does it split off a dozen different shader passes, but it is also an illuminance loop). The shader is slimmed down to it's core components, so it is easy to add to and understand the vex code, and it exports an appropriate normal pass for compositors. Still just need to use micropolygon, PBR can do it, but it isn't efficient. NewSmokeShader.hip Quote Link to comment Share on other sites More sharing options...
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