jim c Posted October 15, 2012 Share Posted October 15, 2012 Don't worry about it. Houdini think symbol "*" and "space:world" is absolute link Ah OK, great. So it's safe to ignore. Thanks! Quote Link to comment Share on other sites More sharing options...
notawhale Posted October 15, 2012 Share Posted October 15, 2012 Another question - how would one go about modifying the asset to support the opengl viewport? For basic stuff like diffuse color, spec, etc? Is this possible with a shader like this? Yes, it is possible. You can add OGL parameters to shader. And create relative references on parameters on shader. But it will be do always after recompile shader. I think it can be automate or found other realisation. Need read about it. Quote Link to comment Share on other sites More sharing options...
jim c Posted October 16, 2012 Share Posted October 16, 2012 I'm creating a material that has hte surf shader, plus add displacement support. HOwever I can't get the opengl options to kick in. In Edit Parameter Interface, I fould the part about the OGL parameters. But when I add them they have no effect in the viewport. Any suggestions? Quote Link to comment Share on other sites More sharing options...
Ole Posted October 16, 2012 Share Posted October 16, 2012 I'm creating a material that has hte surf shader, plus add displacement support. HOwever I can't get the opengl options to kick in. In Edit Parameter Interface, I fould the part about the OGL parameters. But when I add them they have no effect in the viewport. Any suggestions? Most likely you need to add OGL to the Render Mask parameter in the Operator Type Properties (Should read "VMantra OGL" without the quotes). Quote Link to comment Share on other sites More sharing options...
jim c Posted October 16, 2012 Share Posted October 16, 2012 Just tried that. No luck. The default settings is "*", soI would hav assumed that those would get picked up. But even adjusting it to "VMantra OGL" doesn't make any difference. Quote Link to comment Share on other sites More sharing options...
notawhale Posted October 16, 2012 Share Posted October 16, 2012 Just tried that. No luck. The default settings is "*", soI would hav assumed that those would get picked up. But even adjusting it to "VMantra OGL" doesn't make any difference. Yeah, I tried too. You can create reference link to diffuse texture. See example in image.Ole, it is good idea to will automate creating OGL parameters. Quote Link to comment Share on other sites More sharing options...
jim c Posted October 16, 2012 Share Posted October 16, 2012 Another potentially silly question. If we're trying to use the shader for glass like materials, how does one control the IOR? Is there an inner or outer IOR setting like you have in the default mantra surface material? Quote Link to comment Share on other sites More sharing options...
notawhale Posted October 16, 2012 Share Posted October 16, 2012 (edited) Another potentially silly question. If we're trying to use the shader for glass like materials, how does one control the IOR? Is there an inner or outer IOR setting like you have in the default mantra surface material? No. ETA value is outside IOR divide by inside IOR. Example: AIR/GLASS = 1/1.44 = 0.69444 Edited October 16, 2012 by notawhale Quote Link to comment Share on other sites More sharing options...
jim c Posted October 16, 2012 Share Posted October 16, 2012 I'm looking at the code now - would it be worth it to add Inner/Outer IOR? It seems like an easy addition, or am i missing something? Quote Link to comment Share on other sites More sharing options...
jim c Posted October 16, 2012 Share Posted October 16, 2012 Weird, so I tried add some simple additions to the refract_v01.interface file. #pragma label refract_Inner_IOR "Inner IOR" But when it compiles it gives me the following: WARNING (2003) "interface/refract_v01.interface" line 28: Bad #pragma instruction right where new label is defined. Is there something else you need to do? I've looked at the code and doesn't seem like the refractGatherETA variable is defined any place special (which is what I modeled this on). Quote Link to comment Share on other sites More sharing options...
jim c Posted October 16, 2012 Share Posted October 16, 2012 I got this part to work by declaring the variable in the code. Which makes sense. However I'm at a loss as to where the refractGatherETA is declared - I did a search for it and can't find a declaration anywhere, either in the shader code, or in the includes. Quote Link to comment Share on other sites More sharing options...
notawhale Posted October 17, 2012 Share Posted October 17, 2012 (edited) In my_gather.h line 7: float ##prefix##GatherETA=0.75; But then you need make change in my_shader.vfl for reflection and refraction. Edited October 17, 2012 by notawhale Quote Link to comment Share on other sites More sharing options...
jim c Posted October 17, 2012 Share Posted October 17, 2012 Ha! You're right, I missed it because of how it was defined. OK thanks so much for that. I have implemented something in code and got it to work ( I think). At some point today I'll upload a zip file here for others to look at or try. Quote Link to comment Share on other sites More sharing options...
jim c Posted October 19, 2012 Share Posted October 19, 2012 Here's a render of the earlier model I had mentioned. I broke into takes, so that I could adjust the reflection blurring in post, rather than trying to fight in camera. I think this came out OK, but I'd be curious to see what others think. This keeps the render time managable and includes volumetric effects for the lights. Quote Link to comment Share on other sites More sharing options...
slayerk Posted November 12, 2012 Author Share Posted November 12, 2012 // Version 0.69 // Some interface improvements like hiding interface elements I think it need some testing... shader.rar Quote Link to comment Share on other sites More sharing options...
McArt Posted November 23, 2012 Share Posted November 23, 2012 (edited) Nice work, and it's great to see so much interest in it! I am having trouble getting this to render with PBR though. I have tried both V .63 from Orbolt, and V.69 from here. Another small point, is that I cannot see the installed shader in the material pallet. Are these known limitations, or am I doing something wrong? TIA -M Edited November 23, 2012 by McArt Quote Link to comment Share on other sites More sharing options...
notawhale Posted November 23, 2012 Share Posted November 23, 2012 Shader doesn't work with PBR engine. Maybe add it in the future. Quote Link to comment Share on other sites More sharing options...
slayerk Posted December 4, 2012 Author Share Posted December 4, 2012 (edited) glass example: also an marble example: Edited December 8, 2012 by slayerk 1 Quote Link to comment Share on other sites More sharing options...
Mikhey Posted December 9, 2012 Share Posted December 9, 2012 (edited) Great shader)! But how to export Fresnel and shadows and vel? Edited December 10, 2012 by Mikhey Quote Link to comment Share on other sites More sharing options...
slayerk Posted December 10, 2012 Author Share Posted December 10, 2012 Great shader)! But how to export Fresnel and shadows and vel? I don't use this passes because MB in RHEYES renderers are fast, i don't use shadows because correct environment light separately and add direct light to it (that is the way to colorize shadow areas). also dont use a fresnel but I will be add them soon. Quote Link to comment Share on other sites More sharing options...
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