AndrewVK Posted August 9, 2002 Share Posted August 9, 2002 VEX shader + 1 key light.....No Shadow....illumination from environment map still have no idea how to ...fix corner area ...bake ocllusion with "mantra -u" ....work in progress Quote Link to comment Share on other sites More sharing options...
Carlos Posted August 9, 2002 Share Posted August 9, 2002 Looks great so far! Are you planning to release this as a script? Would love to test this out Cheers Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted August 9, 2002 Author Share Posted August 9, 2002 Unfortunately, VEX does not have the common space (real "World" space), that is why for the correct calculation of the ambient illumination it is necessary to create a "null" object, and for the objects using the shader, to switch the Shader Space (Shading page) from "This Object" to "null". FakeDiffuse.zip Quote Link to comment Share on other sites More sharing options...
stevenong Posted August 9, 2002 Share Posted August 9, 2002 That looks really really good!!! This thread should not be under Test. Quote Link to comment Share on other sites More sharing options...
stevenong Posted August 9, 2002 Share Posted August 9, 2002 Unfortunately, VEX does not have the common space (real "World" space),that is why for the correct calculation of the ambient illumination it is necessary to create a "null" object, and for the objects using the shader, to switch the Shader Space (Shading page) from "This Object" to "null". I think VEX has real "World" Space. Or maybe I don't know what I'm talking about. Extract from the VEX docs, shading.html: In all VEX contexts, global variables are in "world" space. In the mantra renderer, this space is defined with the camera at the origin pointing down the positive Z axis. Each shader has a local "object" space associated with it. This is the space which defined as the object at the origin of the space. Displacement, Surface and Light shaders also have a special "NDC" space associated with them. You can find Transform functions under the Transform Spaces section of the above document. I hope the above helps! Cheers! steven Quote Link to comment Share on other sites More sharing options...
sirogi Posted August 9, 2002 Share Posted August 9, 2002 aaargh...nope...VEX doesn't...and to make it more complicated on Rman users, it actually reverses the notation (sorry, Marc (E.) I know there is a reason for this....) thus in Rman you have World, object, Camera Spaces in Vex (respectively) it becomes N/A, object, World spaces.... NDC is onither "camera" space with its coordinates "normalized" (ie: the screen runs from 0-1 in both axes, not sure about the Z....pretty handy...) VEX-World-with the camera at the origin pointing down the positive Z axis well, this is the definition of Camera space in all other renderers, ultimately it's just a naming convention (and a philosophy), as long as all coordinate systems are available, no matter what the name, I'd be happy it just requires some mind-bending from Rman people you can imagine "real" world space to be that null that Andrew created, except it would be iimplemented in VEX, and be available as an option... just my 2c (from memory ) cheers, everyone. Quote Link to comment Share on other sites More sharing options...
stevenong Posted August 9, 2002 Share Posted August 9, 2002 I was sure there was a catch! Thanks sirogi for the explanation! I learn something new everyday! B) Cheers! steven Quote Link to comment Share on other sites More sharing options...
Marc Posted August 9, 2002 Share Posted August 9, 2002 cleverly, I moved this to its correct place Quote Link to comment Share on other sites More sharing options...
miguel m Posted September 2, 2002 Share Posted September 2, 2002 AndrewVK, are you still with that white line problem? You probably know this but anyway... I was doing some tests myself in softimage and lurking around the web...I think you need some kind of bias for the occlusion calculation, just like when using shadow maps. I think the problem comes when the point being calculated is occluded by a primitive that passes through it, the rays traced from the point don't hit anything, and so appears as a white point. Not of much help i know... Quote Link to comment Share on other sites More sharing options...
Jason Posted October 18, 2002 Share Posted October 18, 2002 How did I miss this thread?? I must be getting removed from reality slowly.... This is great, Andrew! Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted October 18, 2002 Author Share Posted October 18, 2002 Hmmm...actualy (sometimes) it doesnt work correctly:( Something wrong with environment sampling. I have no idea how to fix this Simple blur (without multysampling) works fine...but the result is more "reflection like". Quote Link to comment Share on other sites More sharing options...
stevenong Posted October 18, 2002 Share Posted October 18, 2002 How did I miss this thread??I must be getting removed from reality slowly.... This is great, Andrew! Hey Jason, You were away when Andrew posted this so no, you're not getting removed from reality. You just got away from it for a while. Cheers! steven Quote Link to comment Share on other sites More sharing options...
Jason Posted October 19, 2002 Share Posted October 19, 2002 Hmmm...actualy (sometimes) it doesnt work correctly:(Something wrong with environment sampling. I have no idea how to fix this Simple blur (without multysampling) works fine...but the result is more "reflection like". One idea is you could always pre-convolve (blur) the environment map with HDRShop with a diffuse kernel and just do one env map sample. Try that out... Quote Link to comment Share on other sites More sharing options...
sirogi Posted October 19, 2002 Share Posted October 19, 2002 pre-convolve (blur)[ I love the on-the-fly translation Quote Link to comment Share on other sites More sharing options...
danteA Posted October 19, 2002 Share Posted October 19, 2002 pre-convolve (blur) I love the on-the-fly translation As opposed to a post-convolve ... blur the environment map after you've rendered. Quote Link to comment Share on other sites More sharing options...
stu Posted October 20, 2002 Share Posted October 20, 2002 I also found the "bent normals" part of those notes very interesting as well. stu Quote Link to comment Share on other sites More sharing options...
stu Posted October 20, 2002 Share Posted October 20, 2002 I also found the "bent normals" part of the 2002 siggraph notes very interesting as well. stu Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.