kensonuken Posted April 7, 2008 Share Posted April 7, 2008 I found a link which gives a very good di electric like glass feel where one can feel the volume inside... http://forums.odforce.net/index.php?act=at...ost&id=2214 whats the renderman shader for this? anybody has this... with reflections+reflblur, refraction+refractionblur, fresnel, eta for fresnel and eta for index of refraction.... and maps for both reflection and refraction.... anybody can you help me with this renderman shader? thanks, Ken Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted April 7, 2008 Share Posted April 7, 2008 anybody can you help me with this renderman shader? Sure. Which parts of the translation are giving you trouble? BTW: I believe there is a renderman Glass VOP that should do all the things you're after (in H9.1) -- this could be your easiest solution. Quote Link to comment Share on other sites More sharing options...
kensonuken Posted April 8, 2008 Author Share Posted April 8, 2008 Hi Mario, H9.1 is not working on my system all licenses were installed it gets the screen and then stops i couldnt get the main H window... so its not working for me... can you please generate the rsl code and paste it up here so that i can quickly use it... ive been trying to startup 9.1 but its not working... can you please tell me the code for now.... ill check it again in H.9.1 later... thanks alot... cheers, Ken Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted April 8, 2008 Share Posted April 8, 2008 ive been trying to startup 9.1 but its not working... can you please tell me the code for now.... ill check it again in H.9.1 later... Uhmmm. Nope. Sorry, but that code is neither mine, nor in the public domain. As stated in the header file: /* * PROPRIETARY INFORMATION. This software is proprietary to * Side Effects Software Inc., and is not to be reproduced, * transmitted, or disclosed in any way without written permission. * * Produced by: * Side Effects Software Inc * 477 Richmond Street West * Toronto, Ontario * Canada M5V 3E7 * 416-504-9876 */ But I'm curious... there must be hundreds of "fresnel glass" renderman shaders out there in the web -- at least there were back when I started using renderman more than 10 yrs ago, so there must be even more now. The picture you posted from my thread is nothing more than fresnel reflection/transmission -- it's what you get from the first baby steps of a glass shader, and though I haven't been keeping up with PRMan lately, I'm pretty sure there was a bundled glass shader that did at least that much, no? How far have you gotten so far, and what aspects of it do you need help with? I'm assuming that you're not asking for someone here to stop everything they're doing and just write one for you, are you? Quote Link to comment Share on other sites More sharing options...
kensonuken Posted April 9, 2008 Author Share Posted April 9, 2008 Hey mario not like that ... I just needed some help to comeup with some of the shaders for vfx. Certain things remained in doubt I couldnt solve. So I wanted few things like this and few like normal pass shaders. Few things and Im ready to work on good quality stuff. I mean I wanted to break everything in passes and add em up... you know it right.... few things Mario... If im not disturbing you.... thanks, Ken Quote Link to comment Share on other sites More sharing options...
old school Posted April 9, 2008 Share Posted April 9, 2008 Have you looked in to using AOV's (Arbitrary Output Variables)? In the RenderMan ROP, look at the output tab and Properties > RI AOVs. In a single pass you can output any export variables from your shader. No need for separate render passes to generate Normal, Position and other maps. You'll see that in the Variable 1 parameter's arrow button that there are quite a few default variables made available for you. Again any export parameter can be picked up here (with the correct type and name that is). Note: Only a couple image formats support the extra image planes: Side Effects .pic and .rat formats, OpenEXR. Rendering to Mplay will also show you the generated image planes. Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted April 9, 2008 Share Posted April 9, 2008 .... few things Mario... If im not disturbing you.... You're not disturbing me in the least! Believe it or not, I actually *like* helping people whenever I can. That was hardly my point... and you know it. My point was that I see two threads asking for "help" with shaders, and yet not a single line of code coming from you. In general, your audience will be much more inclined to help you if they see you've already put some effort in trying to solve the problem yourself... and are stuck... and need help. From where I'm sitting, it looks like you're asking for ready-made Renderman shaders that just "work" to your specifications. Which is fine I guess, but I wouldn't hold my breath for a full-featured glass, or the other 40 or so shaders you'll need to do "vfx work", as you put it. That said, let's move on... I don't have the PRMan docs in front of me at the moment, but I'm almost 100% sure that there is a sample glass shader included in one of the application notes (I believe it's called "Using Ray Tracing" or something like that -- I'll check tomorrow at work). IIRC, this shader uses fresnel and does both reflection and transmission (either can be blurred with multiple samples as in vex). So there you go: a renderman glass shader that should easily be capable of reproducing the result of the picture you posted as reference, and which is right there in the docs. (The docs I'm talking about were for version 13.5 I think, but the raytracing stuff has been there since 12 at least). As far as separating results into layers.... what old_school said. Does that help? Quote Link to comment Share on other sites More sharing options...
kensonuken Posted April 9, 2008 Author Share Posted April 9, 2008 Hi Mario, I got all the AOVs working but there are pretty few things that I need to work on... 1. Normal Map based displacements ( like i want to port my zbrush normal maps to 3d app and then render over que..) 2. Normal pass with position pass 3. Subsurface scattering core code... ( i didnt get this anywhere ) I got lots of fake methods to produce it but not the raytraced method. ( i want this for rendering subsurface separately for each lights ( as described in the wayne wooten paper Stupid Rat tricks) 4. Shader for dense point wisps to be generated in Houdini... or especially renderman... can you help me in the above code... as time goes on Ill come forewared with my inputs.... but anyway thanks alot Mario... Quote Link to comment Share on other sites More sharing options...
symek Posted April 9, 2008 Share Posted April 9, 2008 (edited) Hi Mario, I got all the AOVs working but there are pretty few things that I need to work on... 1. Normal Map based displacements ( like i want to port my zbrush normal maps to 3d app and then render over que..) 2. Normal pass with position pass 3. Subsurface scattering core code... ( i didnt get this anywhere ) I got lots of fake methods to produce it but not the raytraced method. ( i want this for rendering subsurface separately for each lights ( as described in the wayne wooten paper Stupid Rat tricks) 4. Shader for dense point wisps to be generated in Houdini... or especially renderman... can you help me in the above code... as time goes on Ill come forewared with my inputs.... but anyway thanks alot Mario... For what purpose you need these shaders? I think Mario is very busy person (always ready to help though), but if you make your movie and can't handle all duties by your self, it wouldn't be much trouble to find a few guys willing to help in tricky things. This happens all the time on this forum. People are describing their projects, and we all have fun trying to solve problems. Now, you're constantly repeating "write for me that code", ignoring Mario's angel patience suggestions on how to deal with us: start a thread, describe a project, show what you got so far and what's bothering you. Ask precise questions. All shaders you asked about are written and available here or in Houdini installation. It's enough to grasp very few differences between VEX and RSL to start converting it. Just do it. good luck! sy. Edited April 9, 2008 by SYmek Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted April 9, 2008 Share Posted April 9, 2008 Hi Mario, I got all the AOVs working but there are pretty few things that I need to work on... 1. Normal Map based displacements ( like i want to port my zbrush normal maps to 3d app and then render over que..) 2. Normal pass with position pass 3. Subsurface scattering core code... ( i didnt get this anywhere ) I got lots of fake methods to produce it but not the raytraced method. ( i want this for rendering subsurface separately for each lights ( as described in the wayne wooten paper Stupid Rat tricks) 4. Shader for dense point wisps to be generated in Houdini... or especially renderman... 1. Answer, courtesy of Leo-oo. 2. Export P and N as per old_school's instructions (see above). 3. Pointcloud-based SSS is now included in H9.x, though I think only for VEX. For a Renderman approach (using brick maps, etc), see the Application Note "Translucency & Subsurface Scattering" in the docs -- wonderfully explained and packed full of working code samples. 4. uhmmm... just render tons of points (point primitive in either Mantra or PRMan) with some additive transparent shader -- slow as hell because neither of these renderers are dedicated to this sort of thing, but I think that's what you're asking for. Alternatively, use volumes. Please read through all the "Application Notes" in the PRMan docs. ... and when in doubt, use Google. I'm out. Good luck. Quote Link to comment Share on other sites More sharing options...
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