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Ionex
12-02-2004, 08:23 PM
I hope I am not stepping on anyone’s toes by starting this thread but as a old 3dsmax user I have found that the Mental Ray Shader Discussion thread (in the 3dsmax section) to be the most helpful bit of information on this forum. I was hoping now with the price cuts and user base growing in the XSI community we could start a Mental Ray thread for XSI. Since XSI has a more complex shading tree it would be really nice to share information on rendertrees, presets and techniques.


For reference I have been using Jeff Patton’s great Mental Ray resource page to see if I could achieve some of the same effects without the lume shaders. http://www.jeffpatton.net/Max6/index.html


One of my biggest problems is getting good results from the XSI glow post effect. Here is an example of trying to achieve glows without lume glow.


http://www.planetquake.com/kabalarena/images/XSI_MR_glowtest.jpg

Scene File (http://www.planetquake.com/kabalarena/images/MR_spheres_glow.rar)


Feel free to post your experiments and techniques dealing with Mental Ray in XSI. Post scene files, presets, and screen captures of your rendertrees to help with the discussion.


3dsmax Mental Ray Discussion - http://www.cgtalk.com/showthread.php?t=104578 (http://showthread.php?t=104578)

Funky
12-02-2004, 11:20 PM
It would be an interresting thread. :thumbsup:
I will put exemple as soon as I find a bit time to.

Naim

Ionex
12-03-2004, 03:00 AM
Not getting the best results with Lume Metal. This shader also kicks up render time. :(

Ideas?

http://www.planetquake.com/kabalarena/images/MR_lumemetal.jpg

Changeling
12-03-2004, 09:32 AM
Great Idea... :bounce:

will contribute questions and [when if ever I know] answers.

Also... Lume_links would be xcelent.

If anyone can post a good brushed metal tree and settings that would be grand. I am struggling.

Ionex
12-03-2004, 05:56 PM
Lymmen over at XSI base was nice enough to port all the lume shaders :)

http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=15720;start=2

qba3d
12-04-2004, 04:07 PM
DCON:
Simply reduce NOISE AMPLITUDE in the glow to ZERO.....oh and when You want somethink to glow: use Constant shader instead of Lambert.

Good Luck friend!
Q

qba3d
12-04-2004, 04:13 PM
Oh, DCON, You are using Lume metal in wrong way:


Use it like that:

some shader ( blin ) ---> (SurfaceMaterial) Lume_Metal -----> Material

Good luck.

Ziah
12-06-2004, 05:24 AM
http://www.geocities.com/balbless/skinshader.txt



here my unfinished contribution. This is for sole for the purpose that i would love to see this thread become a sticky due to the major lack of resources that can be found for xsi especially concerning preset shaders (maybe im not finding)


Heres my basic skinshader for dealing with light.Im focusing on the terminator and scatter.It also has sss but can't see it try to get a better version up soon and maybe better light.

Im soon going to plug a paint texture on it to see how it is hopefully it will work as expected

Strang
12-07-2004, 02:43 AM
nice ziah..

it would really benefit if we can keep it a rule to post rendertrees.. and ppg settings with your shot

Ziah
12-07-2004, 07:33 AM
nice ziah..

it would really benefit if we can keep it a rule to post rendertrees.. and ppg settings with your shotnot a bad idea strang .However I have a probelm with sharing unfinished things . I posted to get some early feedback on the items which i mentioned where my main focus. But for sure i will put up a rendertree soon i guess

StefanA
12-07-2004, 11:17 AM
The lume shaders can be used in many different ways... all of them are correct :)

http://www.sanders-animation.com/lume.jpg

I hope to see this thread grow, I will contribute as much as I can.

My vote for "sticky"

best regards
stefan andersson

Ionex
12-07-2004, 05:05 PM
Thanks qba3d, your tip helped me solve the problem I was having.

Much better...

http://www.planetquake.com/kabalarena/images/metallume.jpg

Darius43321
12-08-2004, 01:55 AM
Any chance someone can post a step by step on how to use Glare?

Ionex
12-08-2004, 02:36 AM
For best results add a glow node to your rendertree on your object.

To use glare you need to create a new empty pass.

Pass / New Pass / Empty… In the PPG, click the output shaders tab and add a Lume_Glare.


Here is an example…


http://www.planetquake.com/kabalarena/images/glare.jpg


The glare is rendered in last as post. So don’t worry if you don’t see a result in your render region right off.


I’m also still learning this stuff myself. So my rendertree may be a little off. But like StefanA said “The lume shaders can be used in many different ways... all of them are correct”.

Darius43321
12-08-2004, 02:45 AM
Thanks a ton :)

Just_David
12-08-2004, 09:35 PM
How about doing the same with the rest of the Lume shaders for reference for those who are not as firmiliar with them and the rendertree as others?

Excellent thread btw.. I hope it becomes a sticky!

bravmm
12-09-2004, 05:53 PM
Yes, good idea..
Maybe a short comment per shader how to connect them in the rendertree and such, and how to start with post render shaders like glare.

cheers all,

rob

Ionex
12-10-2004, 05:37 AM
Took sometime off from working with lume shaders (since the latest build is bugged). So I started working on creating a wet looking shader. Here’s what I got so far.

http://www.planetquake.com/kabalarena/images/wettest.jpg


rendertree

http://www.planetquake.com/kabalarena/images/wettest_rendertree.jpg

Darius43321
12-10-2004, 07:58 AM
yo thats quite nice there man :) i'll have to give it a go and then tweak it and such see waht i can make

Just_David
12-10-2004, 10:34 AM
** edit **
Doh..solved.. it

Just_David
12-10-2004, 04:33 PM
Heres my stab at a wet looking shader. probably could increase the reflections a little. I stress Im a noob so some nodes may be placed wrongly. Feedback?

http://www.davidboyda.plus.com/images/Xsi_wip/wet_shader.jpg

Changeling
12-10-2004, 07:21 PM
nice... looks like the skin of a toad or an eel...

Ionex
12-10-2004, 08:04 PM
Very nice Just_David.

I got really bad results with connecting anything to the bump_imuse, like you have it in your cell1 node. It always killed the wet look and make it either more bumpy or over colored. But yours looks cool.

Here is another try at it. I tried added the diffusion shader into this but in the end it saturated all my colors to much and also doubled render time. :( So I ended up removing it and getting much better results.


http://www.planetquake.com/kabalarena/images/wettest2.jpg

dmonk
12-10-2004, 08:57 PM
Great wet shaders guys.

I have tried using the diffusion shader with no luck at all.

Ionex
12-10-2004, 08:59 PM
Yet another test, same rendertree with tweaks.

One normal and one with the incidence node inverted.

http://www.planetquake.com/kabalarena/images/wettest3.jpg

Changeling
12-10-2004, 09:15 PM
Just_david, a quick and stupid question (I am pretty new to xsi)

where is the diffusion node... I can't find it :shrug:

PS. building a render tree from examples like yours is a great way to learn.

Ionex
12-10-2004, 09:22 PM
Here ya go Changeling - http://animus.brinkster.net/index.html

Go to the "stuff" section you'll see it.

dmonk
12-10-2004, 11:39 PM
']

http://www.planetquake.com/kabalarena/images/wettest2.jpg
I see you used an .hdr file plugged into the environment channel. I thought that the y had to be converted into maps with Imf_copy? (Sorry if it's a dumb question, new at the rendertree.)

wmendez
12-11-2004, 12:02 AM
Some really good examples here! Jaco /Sheep I second Stefan's suggestion can you make this thread sticky?

Just_David
12-11-2004, 12:15 AM
Dcon my bump setting are very very small and subtle. Its probably the reason why they dont brek the surface as much as they should. But im still not happy with that shader.

you new wet ones look great and indeed look wet. Btw im trying to emulate the neilBlevins shader, the know the pod one .. Seems easy in 3ds but im finding it a little harder in xsi.

Lymmen
12-11-2004, 01:37 AM
Here is a way to do fading reflections in xsi
http://lymmen.mine.nu/xsi/shaders/raylenght/raylenght.jpg

you can download the raylenght_te shader here
http://lymmen.mine.nu/xsi/shaders/raylenght/raylenght_te.zip

Cheers

Atyss
12-11-2004, 01:51 AM
The latest version of the Binary Alchemy shaders also has Total Ray Length, wich also does that and even with refraction. Lots of goodies appeared recently :)


Cheers
Bernard

Lymmen
12-11-2004, 01:55 AM
I was unable to get the ba_raylenght to work. It didn't output anything else but 0.
Maybe you could show an example if you got it working.

Cheers

dmonk
12-11-2004, 02:17 AM
I was using your rendertrees as examples and got this. Nowhere close I guess.
I was was trying to use the diffusion shader, but I think I must be doing something wrong because it doesn't work.

Can Some people elaborate on Ideal setting. I will post
a screen grab of what I get when I try.

Changeling
12-11-2004, 03:25 AM
thanks for the links... will tweak when time.

also suggest sticky...

Ziah
12-11-2004, 06:46 AM
anyone know where i could find some good tuts on using the color correction. Im trying to see how it works exactly. I would like to use it to contirol my saturation and hue somewhat i guess.

Just_David
12-11-2004, 12:32 PM
Would someone be kind enough to a Lume_Glow material setup. Im having a little difficulty in getting results i like. IS this materall best used in a pass or what?

Lymmen
12-11-2004, 12:59 PM
Here is an very easy setup with lume_glow_material and lume_glare as output shader in the pass.

http://lymmen.mine.nu/xsi/shaders/lume/glow_mat.jpg

Just_David
12-11-2004, 02:15 PM
Thanks Lymmen. im alittle confused, why do you have glare in a pass. I mean what is the porpose of Glare? Is it a glow alternative or what? Im having problems seperating what each one actually does. Of course glow- glows.. but by the looks of it so does glare..

I know im totally missing the point somewhere!http://cgtalk.com/images/smilies/grin.gif Thanks for the example.

Lymmen
12-11-2004, 03:26 PM
The glow shader simulates a material with internal lighting, self illumination.
The halo in the picture is created by the glare shader. They work very well together.

Maybe you should read the manual

http://www.lume.com/manual/Contents.html

Cheers

Just_David
12-11-2004, 03:41 PM
Ahh the manual.. Good.

off to read..

Just_David
12-11-2004, 03:45 PM
one question about Glow. With Glow you can now create glow maps that respond to light levels and overexposures in a realistic, photographic manner. MRay doesnt support object lights yet, so can glow be used to illuminate say a room or used as a light source in conjuction with FG or with out FG..?

francescaluce
12-11-2004, 04:25 PM
what you're missing is that if you use an incadescent mat you'll obtain auto glow under gi env... that is you'll have really an object illuminating the scene.

also.. mentalray fully support lights object. it's xsi that does not.



ciao
francesca

dmonk
12-11-2004, 08:17 PM
The Lume Shaders just crashed XSI twice. I followed all the instructions and downloaded both dll. It crashes when I try to preview. I alos followed all of the instructions from XSIbase.

Just_David
12-12-2004, 01:25 AM
Hmm well i just installed the lasted build and AFIK I have only one .dll and no crashes.

Lymmen
12-12-2004, 04:11 AM
dmonk:
What shaders did this happen to?

(you prolly tried to use a lume_*_material without installing the same lume_* first, am i right?)

dmonk
12-12-2004, 05:01 AM
dmonk:
What shaders did this happen to?

(you prolly tried to use a lume_*_material without installing the same lume_* first, am i right?)
I'm going to redo them all again. I thought I did though. I istall them all at once. To I have to restart XSI for each installion or can I install them in one XSI session and then restart?

This is a great hookup BTW Thank!

Changeling
12-12-2004, 06:15 AM
dmonk, re your earlier ? re: diffusion

make sure you add at least one light to the diffusion shader. Otherwise it won't know which light to do the calcs on.

eq simple set up:

1 x light

blinn -> diffusion [surface] -> material [surface].

cheers.

Changeling
12-13-2004, 11:31 AM
just as a ref, hope kissb doesn't mind...

fantastic sss skin shader discussion thread at xsi base.

http://www.xsibase.com/netview_forum/index.php?board=6;action=display;threadid=15876

Ionex
12-13-2004, 10:36 PM
http://www.planetquake.com/kabalarena/images/miss_head.jpg



I have been playing around with the “Physically Accurate Subsurface Scattering” shader. And was wondering what different types of rendertrees you guys had setup for this type of shader?


http://www.planetquake.com/kabalarena/images/miss.jpg

Just_David
12-13-2004, 11:52 PM
how long did the head take to render? Is it a fast enough setup?

Ionex
12-14-2004, 12:28 AM
how long did the head take to render? Is it a fast enough setup?
It only took a minute or so to render.

It’s a pretty simple setup. Get your materials setup (like my example above) and then make sure you have every object with the miss material set to transmit and receive caustics and GI (explorer / visibility). Or simply setup a override parameter with both transmit and receive for both caustic and GI (fastest). Turn on photons for GI and caustics in your light PPG (under the photon tab). Then simply turn on GI and caustics in your render options.

Here is another try with different settings.

http://www.planetquake.com/kabalarena/images/misss_jellybeans.jpg

Just_David
12-14-2004, 05:27 PM
Something I coughed up recently http://cgtalk.com/images/smilies/smile.gif. Diffusion shader is kinda slow for me so I faked this one.

http://www.davidboyda.plus.com/images/Xsi_wip/egg.jpg

Ionex
12-14-2004, 07:06 PM
Awesome Just_David! :applause: :applause:

Looks like brains, nice effect. :thumbsup:

Changeling
12-16-2004, 09:00 AM
just david, is the opacity that looks like a solid separate object on the inside just a property of the material, or is there something else inside?

cos, I thought of using Lume_edge for the same sort of thing (havn't done it though :) )

looks great.

Just_David
12-16-2004, 01:11 PM
No its controlled by the Phongs own transparency which is 1.0 and the Faks SSS which is controlled by the gradient mixer connected to the volume node.

The shader is available at XSIBASE for download.

jankin
12-22-2004, 12:53 PM
Hello all,

Here is a Car shader for XSI. I've tried to achive the effect witch Brazil r/s does in MAX. So, check it and have fun: http://www.jankin.com/car_shader.zip
http://www.jankin.com/carshader.jpg
http://www.jankin.com/carshader_variations.jpg

Just_David
12-22-2004, 04:36 PM
Stunning, yet a very simple rendertree.. Quality stuff.

HaDDeS
12-22-2004, 10:50 PM
sorry , double post :( if a mod can delete it , sorry again.

HaDDeS
12-22-2004, 10:57 PM
Hello guys ! thanxx a lot for sharing all your tips here that's great !

[Dcon] and other people interested in "glowing effects" here is my way of working with it.
http://bois.nicolas.free.fr/glow/FINAL.1.JPG

I rarely do it straight with XSi's glow or lume, i rather prefer use a post solution wich is completely flexible an powerfull, for instance you can reflect glow, refract it, attenuate with distance , blur it with distance, well just everything that would take ages in straight rendering (if possible). The idea for your scene [Dcon] is to generate three passes, a classical beauty pass, a Glowing pass (everything is black except for the glowing objects that are white (or inverse this is not a problem ) and last pass where i made all ball black constant 100% reflective and glow objects constant white, so that i get only the relfection of the glow objects . . . then you can just multiply this pass with the inverse of the first one to get a 100% reflection pass without the object itself to control the glow reflection. enough blabla . . . here is the compositing tree , explanations (this could have been done in photoshop, AE , or whatever you feel confortable with ) i add also a link to the rendered pass if you guys wanna test it PASSSES ZIP FILE (http://bois.nicolas.free.fr/glow/passes.zip) ( 650 ko ) . . . thx for your time and hope this can be of interest for you. Cheers,
- Nico -


http://bois.nicolas.free.fr/glow/tree.JPG

pixeloddity
12-22-2004, 11:10 PM
It would be an interresting thread. :thumbsup:
I will put exemple as soon as I find a bit time to.

w

Just_David
12-23-2004, 02:13 AM
excellent break down Haddes, really helps me work out how other ppl do things. Many thanks.

You reckon its faster to do this in passes than a render?

HaDDeS
12-23-2004, 09:16 AM
Glad it helped Just_David !,
now on the speed question . . . it depends on what you think is important. If you're just thinking of the time i spent setting up the passes, Compositing tree beside the time [Dcon] spent rendering it straight . . . no doubt his solution is way faster. But ! consider now that your not happy with the result in [Dcon] case . . .then things are quite different coz in the straight solution you have to render again and again till you are satisfied with the result . . .spending time on rendering useless part of the image. Doing as much things as you can in post give you an incredible flexibility ! and it becomes 10 times faster for bigger productions coz you dont have to rerender everything. You just tune different passes to get the result you want. Ok this needs some training to forsee what passes u'll need to composite your image . . . ok it needs a bit of time to set everything up . . . but it makes things so much easier then.

ciaooo

- Nico -

Ionex
12-24-2004, 07:58 PM
Thanks Haddes for posting your glow technique. It’s always great to see other peoples rendertress and even better to see there FX Trees. :) One of the great things about XSI is the FX Tree. I think compositing the effect is the best and easiest way to get the desired effect although there could be issues in an animation situation (never used glow in animation)?

My first glow test was pretty basic (page1), using XSI’s glow post effect. I have went back and reworked the scene using lume glow and glare in 2 passes. Here is the result…

http://www.planetquake.com/kabalarena/images/glow_glare_lume.jpg



Everyone please keep posting your tests.

Just_David
12-25-2004, 10:13 AM
Nice!, but how about working our way thru all the lume-shaders and post a few different tests with settings for everyone so theres a better understanding for the shaders?

I know I need help. http://cgtalk.com/images/smilies/smile.gif

Changeling
01-04-2005, 09:54 AM
guys, please don't let this thread die... we are all learning lots... keep up the good work. http://cgtalk.com/images/smilies/thumbsup.gif

ddaniels
01-10-2005, 03:28 PM
Hey guys this thread rocks keep it up!

Ziah
01-11-2005, 06:06 PM
Hmmm anyone have any expierince creating peach fuzz

Just_David
01-11-2005, 07:29 PM
Check this thread on XSibase. Facialdeluxe does some brilliant tennis bull fuzz and supplies the preset. Im sure you could knock out peach fuzz easily by using the example he supplies.
I hope he doesnt mind that i link to his swell image..
http://www.xsibase.com/forum/index.php?board=13;action=display;threadid=13976;start=0
http://www.vol2nuit.fr/FacialDeluxe/WIP/LessFury.jpg

Ziah
01-13-2005, 07:23 PM
thanx david

Dunno if it might help but i give it a go . the fuzz on peach has slightly different properties alot of it do with the little subtle fuzz surrounding it which gives/adds to some sss properties but hey maybe the tennis ball is a start :)


Thanx

MolemanSD7
01-17-2005, 07:21 AM
Hey all,
I just recently started looking into XSI and bought the educational version. Being brought up on Maya's hypershade, I have little knowledge of XSI's rendertree and fxtree. I hope you all keep up this thread, because I can see it will be an invaluable source for me and others like me. Thanks.

-mole

Just_David
01-21-2005, 04:31 PM
Im trying to get the same effect as this image from Lumes website. Any help would be appreacited on building the rendertree.

http://www.lume.com/tips/wet/image.jpg
Here the waterSurface shader is used to make a wooden sphere appear wet. Plain reflectivity would give the sphere a metalic look - waterSurface varies the reflectivity as the viewing angle changes, for a realistic watery sheen.



This is what ive been doing but it looks terrible.
texture >>phong >> Lume_watersurface_te material >> Surface material

Dark_Omen0
01-28-2005, 01:43 PM
i figured it was bout time i spent some time learning the render tree and i though the best way was to port some surfaceing done in lw to an XSI render tree

http://img163.exs.cx/img163/8703/girl2dg.jpg

or

http://www.ripway.com/members/getfile.asp?file=\2005-1\246754\girl%2Ejpg (http://www.ripway.com/members/getfile.asp?file=2005-1246754girl%2Ejpg)


DarkOmen

Just_David
01-28-2005, 09:32 PM
Sorry mate dosent look like real skin..

KurtLawson
01-29-2005, 12:54 AM
hey dark omen,

turn your ambient light down or off. it should get rid of the grey under the breast and in shadow area

render tree's are fun as hell.

k

Strang
01-29-2005, 03:27 AM
that render tree seems way more complex than it needs to be.. and you achieve very little with it.

personally for skin shading.. hand painted is the best way for me... of course using the RT to enhance and tweak the maps.

look at this..

http://www.xsibase.com/forum/index.php?board=5;action=display;threadid=15550;start=0

-Steven

Ziah
02-12-2005, 07:54 AM
heres a go at one i was working on its not hand painted all procedural...scene not lit well either 1 light.....way of from the best but hey im contributing :)


http://www.geocities.com/balbless/SKINTEST.jpg

Strang
02-12-2005, 03:44 PM
this is a shader discussion not a showoff.

let us know about it. show us the render tree. its essiential for us so we can recreate and test your ideas.

-Steven

Ziah
02-12-2005, 11:01 PM
how come whenever i post a thread i get yelled at...its so tire some and trouble some....specially when other gets by:)

here ya go any other necessities let me know....i will try to answer as best as i can its bin a while since i had to do a shader. bin busy with modeling and lighting. this was one of the secind shaders i created in xsi while learning. Principles based on perceptions taken from stalhberg and jeremy brin from a few discussions here on cgtalk and esle where. still din't do them justice to the knowledge that i got

http://www.geocities.com/balbless/rendertree2.jpg

Just_David
02-12-2005, 11:10 PM
this is a shader discussion not a showoff.

let us know about it. show us the render tree. its essiential for us so we can recreate and test your ideas.

-Steven

like the man says. :)

JDex
02-12-2005, 11:11 PM
Ziah... no one yelled at you... show us what you did to achieve the look, that's all that was said. No one can learn from what you are showing, if you just show us the result.

Try not to take things so personally, we are all here to learn and grow.

PS: If you take this as yelling at you, I'm gonna yell at you. :D

Ziah
02-12-2005, 11:13 PM
here ya go any other necessities let me know....i will try to answer as best as i can its bin a while since i had to do a shader. bin busy with modeling and lighting. this was one of the secind shaders i created in xsi while learning. Principles based on perceptions taken from stalhberg and jeremy brin in a few discussions din't do them justice but im stilll going to work on it. I remember i had plan to create a branch that handled the intensity of sss which i have written down on a q card somewhere.

Strang
02-13-2005, 02:15 AM
sorry for the misconception. was meant to be serious but not angerd

reading other peoples words always gets misunderstood. i am not good with the render tree. you posting pictures doesnt help me :)

thanks for the screenshot.

Just_David
02-13-2005, 10:28 AM
any chance of reposting that rendertree and uncollasping the nodes so i can see where what goes where? And try to keep you images and rendertrees togther as it keeps the thread clean and tidy looking. :)

Ziah
02-15-2005, 02:47 AM
Okay when i get a chance..think im on to something?? i was gonna start from scracth approach it a different way

Ziah
02-24-2005, 08:40 PM
sorry for the wait forgot all about it here it goes link (http://www.geocities/balblessr/tree)

Ayreon
04-08-2005, 09:32 AM
Hi All,

I've been playing with XSI foundation for a few days now. So far I love this program, really amazing.
I tried to use jankin's car shader, but I just can select it when I try to assign a material. I've put it in de shaders directory, but when I brows to the directory, the car shader doesn't show up. It's got the extension .preset, just like the other files in that directory. Do I have to register the preset in some way?

Well, back to playing with the render tree!

Ayreon

Never mind, I found out why. I looks like I was trying to apply a shader that was in a wrong directory I guess. Got it working now

NeptuneImaging
05-01-2005, 11:43 AM
']Thanks Haddes for posting your glow technique. It’s always great to see other peoples rendertress and even better to see there FX Trees. :) One of the great things about XSI is the FX Tree. I think compositing the effect is the best and easiest way to get the desired effect although there could be issues in an animation situation (never used glow in animation)?

My first glow test was pretty basic (page1), using XSI’s glow post effect. I have went back and reworked the scene using lume glow and glare in 2 passes. Here is the result…

http://www.planetquake.com/kabalarena/images/glow_glare_lume.jpg



Everyone please keep posting your tests.

Hey, that is really awesome, Dcon. Futuristic tennis. This can be useful for a character I am designing that has glows on his goggles and parts of his suit. Now I am fairly new to XSI, but can Incandescence Maps (Hand painted) be attached to any part of the rendertree while using the Lume_Glow node?

Thanks.

thorn3d
05-09-2005, 07:14 PM
Ok, starting day 20 of the Foundation Demo... been working on this material off an on, trying to do anisotropic shading with radial scratches - along with multi-layered specularity. Here's what I've come up with...

thorn

Ducimus
05-11-2005, 06:36 PM
I am wondering if there have been any shaders that have been developed that create a tank like texture...

Very Bumpy, Low Specular?

The reason i ask this, is that I have modelled a few High Poly Tanks, and I find UVwraping them is too much of a dauting task, So I was curious wherther or not one has been made or if one of you talented gents go make one...

Cheers...

thorn3d
05-11-2005, 08:56 PM
I am wondering if there have been any shaders that have been developed that create a tank like texture...



Can you post a reference pic? Not sure what look you're referring to.

thorn

daskog
05-13-2005, 04:26 AM
Hey, that is really awesome, Dcon. Futuristic tennis. This can be useful for a character I am designing that has glows on his goggles and parts of his suit. Now I am fairly new to XSI, but can Incandescence Maps (Hand painted) be attached to any part of the rendertree while using the Lume_Glow node?

Thanks.


Could you share your shader setup`? or maby the whole scene?
if yes mail it to daskog@gmail.com

Ducimus
05-19-2005, 12:57 AM
http://www.gjames.com.au/chris/t34/img/dscn0676.jpg

Something similar to this, very bumpy, and some signs of wear nd tear...

ThePumpkinKing
05-24-2005, 06:20 PM
Does anyone know an extremely realistic chrome metal shader setup?

Akryls
05-24-2005, 07:13 PM
A standard phong with very high reflectivity and no specular will do the trick... what will make your chrome realistic is essentially the environment which will be reflected. Replace the specular with light shaped objects with a constant shader with a very bright value, or activate the render visibility feature for lights...

Just_David
06-02-2005, 04:25 PM
Akryls
A standard phong with very high reflectivity and no specular will do the trick... what will make your chrome realistic is essentially the environment which will be reflected. Replace the specular with light shaped objects with a constant shader with a very bright value, or activate the render visibility feature for lights...


I think it would be of more help if anyone replies with a working example of material and rendertree for those who are trying to learn.

thorn3d
06-04-2005, 01:31 AM
There are various shaders such as chrome, brass, gold etc already installed with XSI... check your shader preset toolbars.

thorn

Just_David
06-07-2005, 07:18 PM
Summit i be working on.

http://www.davidboyda.plus.com/images/Xsi_wip/lavaRegion.jpg

ThePumpkinKing
06-07-2005, 09:05 PM
Summit i be working on.



That's cool. Can you post a Rendertree, or are you waiting till you've perfected it?

Just_David
06-07-2005, 10:22 PM
Nearly done.. a few more tweaks.. finish this tomorrow.

http://www.davidboyda.plus.com/images/Xsi_wip/lava_final1.jpg

ThePumpkinKing
06-15-2005, 05:01 PM
Nearly done.. a few more tweaks.. finish this tomorrow.



Hey, any update on this, because I'm really interested to see the rendertree.

NeptuneImaging
06-15-2005, 05:25 PM
Yeah, I agree with ThePumpkinKing, that texture would be killer on a FG render. especially if you used Incandescence :). Now if we could get a fluid particle emitter to look like that...

Just_David
06-15-2005, 08:37 PM
yeah its done. ill post up the RT at the end of the week ( im building a new PC at the mo )

Lads can you edit your posts and not quote my image, its fecking up the thread.

cheers !

ThePumpkinKing
06-20-2005, 06:51 PM
Okay, I edited it. Sorry about that, I just draw a blank on some of the technical things about posting, I should have realized not to do that. In any case, I can't wait to see the RenderTree, hope you post it soon!!

Just_David
06-22-2005, 12:38 AM
Sorry being very busy with family commitments. still not happy with it and ill refine it at a later date.

http://www.davidboyda.plus.com/images/Xsi_wip/lava_finalRT.jpg

ThePumpkinKing
06-23-2005, 12:55 AM
Sorry being very busy with family commitments. still not happy with it and ill refine it at a later date.



Thanks, that's really great. I'll have to try to build my own!

jcdenton182
06-28-2005, 01:21 PM
Hey people
I don't think this has been mentionned so far so I mention it now :) : There's a thread on xsibase where Benr posts his excellent zBump shader, a shader that simplifies bump mapping in xsi (which always seems a bit confused for people like me who used to be Max users or stuff...)
Here's the link : http://www.xsibase.com/forum/index.php?board=6;action=display;threadid=19792
Also check the ctrl_multidisplace here : http://www.xsibase.com/forum/index.php?board=6;action=display;threadid=19735 to create very complex displacement mappings. Benr and ctrl_studio rock the place ! ;)

Just_David
06-28-2005, 03:20 PM
both are great little plugins but Ive never really had a problem with bumpmapping or displacement I dont know why.

I particulary like the displacement shader tho, should come in useful.. :)

jcdenton182
06-28-2005, 05:29 PM
Well I guess the complexity of bump mapping in XSI comes from the several nodes you have to plug into your shader to get a simple bump. I know XSI's bump mapping is powerful, but sometimes you just want to plug a fractal into your bump slot, and this node makes this process easier :) I never really understood the way of using the "vector state" node..

ThePumpkinKing
07-08-2005, 01:51 AM
Okay, does anyone know where I can get the Lume Shaders, becuase the link on XSI Base is broken.

Also, where can I find the Incandescence and displace nodes? I've looked everywhere and I can't find them!

Just_David
07-08-2005, 05:12 PM
whats your email addy ill wire you the Lume shaders. As for the displace node, that will get generated automatically if you add a node to the displace node of the sruface material.

The incandescene node is a phong node renamed. I always rename my nodes so i can keep track of things.

ThePumpkinKing
07-08-2005, 05:49 PM
It's shuffguy@mail.com. Thank you, I really appreciate it.

Just_David
07-08-2005, 06:53 PM
Another shader i was playing about with. Someone suggested on my forum to try a lipstick. Much hard than I expected to be honest ( for me anyways ). For anyone who wants to follow the discussion, go HERE (http://www.3rd-d.co.uk/phpbb2/)

http://www.davidboyda.plus.com/images/Xsi_wip/finallipstick.png
http://www.davidboyda.plus.com/images/Xsi_wip/finallipstick_RT.png

NeptuneImaging
07-08-2005, 09:27 PM
I would not even use bump mapping on something as smooth as lip stick unless someone put their fingerprints on it... looks cool otherwise

Just_David
07-08-2005, 09:33 PM
But the bumpmapping was used to bring out the specular highlites of the lipstick. As you can see it doesnt affect the overall smoothness of the image itself as its layered in the middle of the tree.

NeptuneImaging
07-08-2005, 09:40 PM
Oh, sorry...I was going to say you should use fractal noise on low levels...:)

NeptuneImaging
07-13-2005, 08:47 PM
This is kind of frustrating but, the Lume Metal kills my color map...I simply want to see the gold that I painted onto an image to appear on the model...is there a way around this?

Just_David
07-13-2005, 10:33 PM
Mate im not sure how you mean or have set it up but the area where the gold band is a cluster with a gold material applied. If you mean by the lume metal killing your colour map( tuning your colormap black ), you need to have something to reflect. I used Hdr file.

Can you post a screenie, Im not sure what exactly you mean.

NeptuneImaging
07-14-2005, 12:24 AM
I fixed the problem sort of, it may have been the Blinn node...i seem to only see my colour map when I switch to Phong...I will post a screenshot when I can.

Splin
07-19-2005, 03:11 PM
Another one with a problems. XSIBase links for lume shaders are down. Would someone be so nice and mail that XSI compatible package to me or host them somewhere.
thatrollAThotmail.com

Thx alot!

xsinick
07-30-2005, 03:49 AM
I like using the raw app to create the materials you need.
I'm a no plugins kinda guy.


Anynoe has any Ideas of ways to make a procedural brushed metal shader in xsi?

Just_David
08-04-2005, 12:38 AM
Guys im almost done on this snow shader ..hows it look to you?
http://www.davidboyda.plus.com/images/Xsi_wip/Snow_V3_a.jpg

NeptuneImaging
08-04-2005, 01:29 AM
Nice snow shader...can you post the render tree? I like the little sparkles in it

Just_David
08-04-2005, 07:51 PM
Sure, let me get back to you as im tweaking it. Some nodes either arent nessessary or placed wrongly ( i think )...

greyface
08-05-2005, 03:45 PM
Hey it's looking quite nice! The only thing you could improve is the displacement/bump which I think is too harsh for snow.

Just_David
08-06-2005, 09:54 PM
guys i cant post the RT for the snow shader for personal reasons. Sorry. Onto something else then..

Just_David
08-08-2005, 11:07 PM
Something im working on at the moment.

http://www.davidboyda.plus.com/images/Xsi_wip/tennisball_dave4.jpg

Just_David
08-09-2005, 01:28 AM
A simple neon sign using Lume-material-glow and Final-gathering.

http://www.davidboyda.plus.com/images/Xsi_wip/Lume_glow.png

Just_David
08-22-2005, 11:00 PM
Perhaps a better version?

http://www.davidboyda.plus.com/images/Xsi_wip/neon2.png

Just_David
08-26-2005, 09:55 AM
the final shader. using FG and LUME_Glare as the output shader.

http://www.davidboyda.plus.com/images/Xsi_wip/neon4.png
http://www.davidboyda.plus.com/images/Xsi_wip/neonRT.png

JensDenker
09-09-2005, 02:20 AM
A simple neon sign using Lume-material-glow and Final-gathering.

http://www.davidboyda.plus.com/images/Xsi_wip/Lume_glow.png


Hi Just_David,

thanks for sharing your materials settings with us. thats very nice. but i have some problems with the lume_glow_material. my settings in the property box are exactly the same. maybe you can help me out.

here's a screenshot of my version:


http://www.pixelfound.com/xsi/lume_glow03.jpg

Greetz , JD

Just_David
09-09-2005, 10:27 AM
mate youd be better off using the lume_glare. its an output shader. The 1st attempt i had at neon isnt very good and such shouldnt be copied. Try using the tree for the cocktails and dreams shader with lume_glare as your utput shader and FG turned on. Youll have to play with the incidence to get a falloff on the mesh..and make sure its tubular or the incidence wont look right.

Just_David
09-24-2005, 10:15 PM
Believable leather.

After seeing neil Blevins tutorial on `realistic leather ` Id thought i try and better it. Heres the result.
Regarding the cell node.
I used the default settings for the texture but a very high UV remap : max ( 6000 ). The vein is also the default except with a high complexity ( 7 ) and fisnished off with a reasonably low bump.

*** EDIT ***

added a 3rd bump and tweaked the lighting.



Also used HDRI and FG with a AA3x2, Jitter and 0.35 threshold.

http://www.davidboyda.plus.com/images/Xsi_wip/chairFinal_1.jpg
http://www.davidboyda.plus.com/images/Xsi_wip/RT_leather.jpg

Leonardo Vega
09-28-2005, 09:34 PM
Man, just_david you have shader skills! :) I just can't seem to grasp XSI's way of rendering. I tried reading the manual, but I just get frustrated by the terminology.

I was very close to buying XSI FND but the renderer killed it for me. It's awesome but way over my pee-brain. But I feel inspired to give it another go. Is there another place where I can learn how to use the render tree besides the manual?

Is the renderer quicker in v5?

Thanks,
Leo

thorn3d
09-28-2005, 09:46 PM
There are various video tutorials on softimage.com covering basics of the render tree - there's also the tutorial manual.

The only way anyone ever learns these sorts of things is a lot of reading, trial & error, success and failure. I'll agree XSI is a bit daunting in this area, and i've been doing 3D for nearly 10 years... but trust me, there's no magic bullet to learning this feature - or any feature. It just takes commitment and effort.

thorn

mr Bob
09-29-2005, 03:30 AM
You learn by doing and experimenting yourself and not just copying other people.The rendertree is complex but that is the whole point because it gives massive fexlibility to produce shaders. Just think if you do learn it, how skilled you will be and just maybe you wont end up as a button pusher in a pipeline.
Take what just_david does and see if you can expand , change what he has done.Ive found a lot of really cool stuff out by just plugging in different shaders into different ports....and clicking on that ? button !


B

Leonardo Vega
09-29-2005, 04:15 AM
Thanks for your replies. If I'm going off topic please do not hesitate to tell me. But my concern is that I will be spending more time than necesary to render scenes when I should be spending that time refining animating or doing something else. I guess I've been pampered by "render buttons". But I was amazed in particular by JustDavid's "leather" and "lavarock" shaders :D Definitely inspired me to give it a go! Also Digital Tutors JUST released a training DVD called "XSI 5.0 - Mental Ray" ...wooohoooo!

I guess I have to retrain myself to see rendering as a key aspect of getting the "look" you want, so I guess it deserves as much attention as other aspects.

Is the Online Guide the manual? Or should I DL the tutorial guide to get me started with the render tree?

Thanks guys!
Leo

Just_David
09-29-2005, 11:08 AM
Its all trial and error mate and practice practice practice. I usually have a vision in my head of what I want a shader to look like and then try and figure out what nodes to use to achieve the look.

Theres no easy way and to behonest theres tonnes of nodes i havent a clue about so im still fairly new to this too. Watch the vids by Kim Aldis, i found them very helpful. I also run a shader discussion forum on my own forum so there planty of examples to learn form as all the steps are broken down.

HaDDeS
09-29-2005, 03:10 PM
Hi there, Just_David, i'm quite surprised with the setting you used for your leather test. If i'm right u said the AA was 3x2 and treshold was 0.35 ??? but that's not efficient at all. You totaly loose here the benefit of the Adaptive sampling, something like 3,0 with a treshold of 0.01 or 0.005 would be far better i think. Considering the image you show it's evident you have very low contrast zones plus involving high flickering and aliasing coz of the pattern. Maybe i'm wrong but you should try these settings. Also just an other question, what Bump step factor did you use ? coz with such a high complexity in the fractal vein the lowest step factor available with the slider is still to high to give you so fine details. If so then you have to enter the step factor in the script editor to get lower values. Again maybe you already know that, but just wanted to check.

Anyway great tests keep them coming ! hope to see more soon

+ Nico -

Just_David
09-29-2005, 07:06 PM
Hi there, Just_David, i'm quite surprised with the setting you used for your leather test. If i'm right u said the AA was 3x2 and treshold was 0.35 ??? but that's not efficient at all. You totaly loose here the benefit of the Adaptive sampling, something like 3,0 with a treshold of 0.01 or 0.005 would be far better i think. Considering the image you show it's evident you have very low contrast zones plus involving high flickering and aliasing coz of the pattern. Maybe i'm wrong but you should try these settings. Also just an other question, what Bump step factor did you use ? coz with such a high complexity in the fractal vein the lowest step factor available with the slider is still to high to give you so fine details. If so then you have to enter the step factor in the script editor to get lower values. Again maybe you already know that, but just wanted to check.

Anyway great tests keep them coming ! hope to see more soon

+ Nico -

Nico thanks for replying. I dont know where I got those figures from. Ive loaded in the 2 backups and the final scene all the AA and threshold numbers are differnt.

I see the final AA for the above image was : 3x1 with a threshold of 0.121
Regarding the bump factor, im using 0.02.

Whats your thoughts? Btw im re-rendering using your suggestion.

Just_David
09-29-2005, 10:10 PM
Bubbles are cool, making in 3D suck.

http://www.davidboyda.plus.com/images/Xsi_wip/bubblefinal_a.png
http://www.davidboyda.plus.com/images/Xsi_wip/bubbleRT_a.png

Leonardo Vega
10-02-2005, 02:53 AM
Is it possible to create a basic fur/grass shader using XSI Foundation? I'm trying to make some archviz work and I'm looking for a quick grass solution (without investing $$$ in XSI Advanced :) ).

Just_David: Your tennis ball shader seems to have some kind of fur, was this done using foundation?

Thanks guys,
Leo

Just_David
10-02-2005, 04:14 AM
nah, hair mate but im sure you could make grass via instances of geometry,layer them and composite or some sorta shader..

Leonardo Vega
10-02-2005, 04:43 AM
I remember someone mentioned that with shaders, basic fur/grass can be achieved. I've looked in the manuals and can't find anything. It only refers to hair for ADV.

- Leo

SatoriGFX
10-02-2005, 12:42 PM
I remember someone mentioned that with shaders, basic fur/grass can be achieved. I've looked in the manuals and can't find anything. It only refers to hair for ADV.

- Leo

Try the "2d_fur" output shader.

Adam.

NeptuneImaging
10-02-2005, 12:57 PM
You can also build a single blade of grass from nurbs, and have them in an array on a plane

bgawboy
10-08-2005, 04:29 AM
mental images is now offering training for developing mental ray Phenomena

The three-day intensive class, based in LA will take place on the following dates:

Oct. 17-19 (Mon.-Wed.) 10AM-6PM

It is similar to the shader writing class, except that this class does not cover shader programming in C, but rather the combining of component shaders in mi declaration files.

See http://www.lamrug.org/class2.html for more details.

Leonardo Vega
10-14-2005, 02:25 AM
Hi,

Well guys I'm finally getting the hang of the render tree. I can't see myself using anything less now :)

Nothing to put in a gallery, but here is a little surface I whipped up quickly after reading the online guides. There are no color lights. All color done with the render tree. I was trying to get the displacement map (I used a grid) to go from the half way point to the top, but couldn't do it.

http://www.leonardovega.com/gallery/incidence.jpg

Love the incidence node :D

- Leo

NeptuneImaging
10-14-2005, 03:08 AM
That looks cool Vega,

Perhaps you can change the light position to see another effect. I wish I had a shader to share with you all. I can't seem to get Lume Glow to work, it seems to stop rendering at the end, but I have this, using normal glows instead....

A light fixture for my film, something you would see in a building. I still need to work on the brass shader for it too....

Splin
10-14-2005, 09:25 AM
Hey vegabros!

Thats a nice piece! You mind sharing the rendertree? I mean, I really like the look of this thing, you didnt use sss? The colors are just cool! How did you get that soft look?

Leonardo Vega
10-14-2005, 12:32 PM
Thanks Halo and Splin!

No SSS used :) To get the soft look I just turned off all specular and reflections from materials. Incidence was used for the soft rim lighting. Also playing with the diffusion and contrast in the grid properties helps too.

Here's the rendertree:

http://www.leonardovega.com/misc/rendertree_incidence.jpg

my tom
10-17-2005, 04:05 PM
Leo,
i'm not sure if this is too late/ too obvious but i'd just put a gradient node in between the grid(that you use for the displacement) and the material node for the displacement to go only from half point to the top.

Leonardo Vega
10-17-2005, 05:11 PM
Thanks Tom! It's never too late :)

So you mean put a "gradient mixer" inbetween the Color2Scalar node and the Material node?

So it would be...

[Grid] --> [Color2Scalar] --> [Gradient Mixer] --> [Material : Displacement]?

Thanks again,
Leo

p.s. Can't wait to try it!

my tom
10-17-2005, 06:17 PM
yeah.. you got it . very similar to what you said

grid -> Gradient(black and white, let's say color 1 input) -> xsi will put Color2Scalar -> Your Material (Displacement input)

this is untested so it might come out flipped from what you're looking to do but play with the gradient' inputs

:D

foxco
11-04-2005, 03:41 AM
would anyone here know about making hair shaders? im just working on some hair right now and looking deeper into figuring out a realistic hair shader but i dont realy know where to start :). if i do figure somthing nice out ill post it, but im interested in seeing some methods to help me out

thanks in advance

-fox

JDex
11-04-2005, 04:00 AM
Have you played with muhHair yet... Daniels shader is beautiful on well groomed locks.

foxco
11-04-2005, 04:08 AM
grrrr server lag "duplicate"

foxco
11-04-2005, 04:08 AM
nope havent seen it or used it. i have heard of it tho, where do i get it?.. and whos daniel :)

-fox

JDex
11-04-2005, 04:25 AM
Daniel (Muh) Rind... he's done a few, minor, insignificant little shaders in his day (LOL! ;)).

muhHair (http://animus.brinkster.net/stuff/plg_muhhair/plg_muhhair.html)

foxco
11-04-2005, 04:26 AM
why thank you good sir. ill check it out right away :cool:

-fox

NeptuneImaging
11-04-2005, 04:36 AM
Jdex, does this MuhHair generate hair, or do I have to use polygons?

JDex
11-04-2005, 04:37 AM
It is purely a shader to make the hair in XSI look real damn good. Does not generate hair of any type. Purely a shader.

NeptuneImaging
11-04-2005, 04:44 AM
any visual examples of that....

JDex
11-04-2005, 05:30 AM
Just a few from seraching XSIbase... no finals of my own to show off yet.

http://www.xsibase.com/forum/index.php?board=5;action=display;threadid=19348
http://www.xsibase.com/forum/index.php?board=5;action=display;threadid=15854

Not everyone lists what they use in their final works... so searching the term can be a bit spotty...

foxco
11-04-2005, 05:52 AM
the only issue im having right now with the hair is that it looks really grainy and noisy. ive tweaked all the settings in the shader and hair properties systematicaly to learn how it all works but nothing is effecting the sharpness :hmm: its not aa or render options that i know of. i have the aliasing maxed. Any knowhow on this matter?

thanks :)

-fox

JDex
11-04-2005, 06:09 AM
Okay... been a while since I used it... (several months in fact) so, not alot I can offer atm.

Are you using FG/GI solutions?... these can be frustrating with hair (thus hair passes with more traditional lighting techniques are the way to go)... Area lights could also cause grain on hair primitives... I've not used them on hair, so I can't say for sure.

Can't think of any thing else at the moment... but I may get a light bulb. Maybe this will help out though.

foxco
11-04-2005, 06:36 AM
Ya made sure theres no fg gi going on.. but good call. i totaly didnt think about area lights. haha well that helped, its no longer as grainy, now just tweaking the spec options and hopefullly heading towards some good looking hair

thanks dax

-fox

JDex
11-04-2005, 07:08 AM
Remember to post results and setups when you get some where nice. :D

Glad to help.

foxco
11-04-2005, 09:42 AM
haha, ya i will post them up.. maybe at a cost tho. its so damn hard to get good settings/look/proper lightling to make it look remotely good. i dont think ive ever seen anyone post a rendertree/settings for hair... and i can see why ahah once u figure it out... its like a trade secret that you never want to give away. mark on the resume >Skills>Can make good hair lol.. ok maybe im just realy tired :hmm: but i will post when it looks good. i have no intention of giving up yet

cheers

-fox

JDex
11-05-2005, 04:12 AM
Now Chad... we'll have none of that old-industry selfishness in this thread. :D :p

Share, and share alike is what this thread is all about. :deal:

:thumbsup:

foxco
11-09-2005, 06:12 AM
haha, ya i wouldnt withhold usueful info. i like to teach and share :beer:

heres what ive gotten so far. its not the best. but im hoping someone can help me with that here. ive been playing with settings.. nodes and lighting. apart from using FG, area lights, HDRI. this is the best ive gotten hair to look.. i dont have the time for crazy rendertimes with FG n Area lights. any suggestions how i can imporve this hair using the muhhair shader or nodes. IM trying to get it a dark Dirty Blonde, slightly desaturated

http://www.foximage.ca/cgtalkposts/Jerko27_hair.jpg

settings

standard 3 point lighting with no area lights

MuhHair ppg
http://www.foximage.ca/cgtalkposts/muhhair_Settings.jpg

thanks in advance

-fox

Strang
11-09-2005, 09:40 AM
Ya made sure theres no fg gi going on.. but good call. i totaly didnt think about area lights. haha well that helped, its no longer as grainy, now just tweaking the spec options and hopefullly heading towards some good looking hair

thanks dax

-fox

be careful with area lights for hair. shadow mapped lights will produce good results with shorter rendertimes... also the volumic shadowmaps work with transparency along with colored shadows (not by default)

Stoehr
11-16-2005, 10:12 AM
Bubbles are cool, making in 3D suck.




The bubbles are great! Can we see it animated? I want to see the swirling on the surfaces.

Stoehr
11-26-2005, 01:19 AM
I really love this thread, and I'd like to contribute. Here's a pearl shader I worked on throughout the past week. This also uses final gathering and an environment node in the default_pass material for the reflections.

http://theladyandthelion.com/wordpress/wp-images/materials/pearls.jpg

http://theladyandthelion.com/wordpress/wp-images/materials/pearls_tree.jpg

mr Bob
11-30-2005, 11:06 PM
I do like building shaders , nothing quite so relaxing , just messing around with nodes .Your pearl shader is certainly interesting.

B

visualboo
01-07-2006, 01:13 AM
I was trying to fall asleep about 20min ago which proved futile, so I hopped out of bed and did this. umm. I have no explenation for it other than the fact that i'm beyond tired and need sleep right now :)

But I thought I would post the scene here. It's really simple but maybe someone will find it helpfull in some way.

v5 Scene file: http://www.visualboo.com/misc/MTV.rar

http://www.visualboo.com/misc/MTV_logo.png

p.s. Lets keep this thread going guys!

visualboo
01-07-2006, 01:15 AM
Thank visualboo for sharing this scene ... it's amazing rendering
it's content good info about rendering ... But i don't know about (Ray Type node)
pls if you can explain about (Ray type node) what excactly mean this node ..
and how i can use it ...

again thank you .. and sory for bad english

The raytype node basically just separates the fg from the other parts of the shader that aren't needed for FG calculation. All it does is help speed up the FG calculation and essentially give you a faster render. It helps quite a bit, especially when you use blurry reflections and high frequency bumps.

If you look at that shader you will see a Phong_Simple plugged into the raytype. That's the shader that is being calculated with the FG.


Sorry for the bad contrast in the "music television" text btw. I have no words that can explain last night :)

bmwolf
01-31-2006, 07:14 AM
Anybody got any ideas on how to get this kind of look with a shader and displacement on a sphere? All the "nubs" are equally spaced and identical, so i figured it could be done with a shader. I just have no idea where to start! Any ideas how to model the base shape so that i could take it into zbrush and add the small bumps if it can't be done with a shader?

http://portfolio.iu.edu/bmwolf/hpv-spacefill-cyan-shadow.jpg

NeptuneImaging
04-17-2006, 08:08 AM
Ah well, I guess I can contribute a little to this awesome thread. It has been a little dead for a while but here is an eye shader that I am working on for my projects. I will post a render tree for it later...I am dead tired and it is 3 oclock where I am...

the first image is set in an actual environment, the second is in lit with HDR...

http://i4.photobucket.com/albums/y122/JamesRayder2026/Sweetasseye.jpghttp://i4.photobucket.com/albums/y122/JamesRayder2026/HumanEye1.png

goulei
04-27-2006, 07:01 AM
This is the snake material of my first attempt.http://i46.photobucket.com/albums/f134/goulei/3d/Opldf1.jpg

Stoehr
05-17-2006, 10:44 PM
Nice snake! Please share the render tree. I'd like to see your setup. Thanks!

eXKalibuR
05-25-2006, 11:01 AM
Firts of all congratulate all of you, masters, because this thread is really impresive.

Just one question refering to all those amazing shaders: why do you usually share the render tree instead of sharing the final .preset? I'm newbie on complex shaders and once I replicate your render trees and render them I never get your final look... starting to adjust all those nodes parameters with such a big render trees is too crazy with not much knowledge.

So, what is the real reason to not sharing the preset? copyright?

Thank you so much.


PS - Anyway I'm learning a lot with all your comments! :)

DoF
08-17-2006, 02:50 PM
Just one question refering to all those amazing shaders: why do you usually share the render tree instead of sharing the final .preset? I'm newbie on complex shaders and once I replicate your render trees and render them I never get your final look... starting to adjust all those nodes parameters with such a big render trees is too crazy with not much knowledge.

So, what is the real reason to not sharing the preset? copyright?


Well, eXKalibuR, that is a very good question. Within the answer lies the reason why many XSI professionals have abandoned this thread and, dare I say it, this forum:
The preponderance of hobbyists and students showing off their wonderful achievements without actually adding to the XSI knowledge base is frustrating, and regrettably, this site seems to specialise in critique rather than real-world problem solving.
There is professional discussion out there, but you have to look for it. XSI Blog is one excellent example. Also, look for houses doing state-of-the-art work with XSI such as Psyop, Hybride, The Mill, Studio Ghibli (http://softimage.com/community/spotlight/ghibli_howls_moving_castle/default.aspx), Valve, Pure etc. Scour the search engines, as artists and TDs from these companies often give extremely illuminating interviews on XSI techniques.

ThE_JacO
08-17-2006, 04:07 PM
Well, eXKalibuR, that is a very good question. Within the answer lies the reason why many XSI professionals have abandoned this thread and, dare I say it, this forum:
The preponderance of hobbyists and students showing off their wonderful achievements without actually adding to the XSI knowledge base is frustrating, and regrettably, this site seems to specialise in critique rather than real-world problem solving.
There is professional discussion out there, but you have to look for it. XSI Blog is one excellent example. Also, look for houses doing state-of-the-art work with XSI such as Psyop, Hybride, The Mill, Studio Ghibli (http://softimage.com/community/spotlight/ghibli_howls_moving_castle/default.aspx), Valve, Pure etc. Scour the search engines, as artists and TDs from these companies often give extremely illuminating interviews on XSI techniques.

so... because somebody posted the RTrees and not the presets, suddenly all professionals fled the thread, the forum, the internet, and some maybe even the planet?

no wonders such an illuminating thought took you several months from the previous post to conceive, it's a groundbreaking theory :p

DoF
08-17-2006, 08:18 PM
so... because somebody posted the RTrees and not the presets......
"Somebody" well, actually I have just finished looking back over the four pages [!] of this thread, and the number of correspondents who posted a preset was, erm, let me see now, oh yes, zero. Please let me know if I missed any, btw.

Not that they should be in any way obliged to, but that was precisely my point.
And the fact that such an important topic as Mental Ray Shader Discussion (http://showthread.php?p=3790725#post3790725) has had no new posts in months should have set alarm bells ringing. I had very high hopes of this thread when it started, but alas they proved to be unfounded.

Oh, and I don't know any XSI professionals who have fled the planet, at least not the ones I know here in London. We're smart here, but not that smart.

Strang
08-17-2006, 10:55 PM
you should keep in mind its not always so easy to share either. the techniques/tools/shaders could be trade secret and/or under NDA. or maybe its just hard to find the time to share... cause it actually is hard to find time, personal life shouldn't be thrown out because the forums are barren, sorry

JDex
08-17-2006, 10:59 PM
Wow... a person who has contributed absolutely nothing to this thread is complaining about it. I'm stupified.

DoF... how about being part of the solution, instead of a naysayer.

As to why there are no presets... why should there be? If your goal is to learn the rendertree and MR, the rendertrees posted should give you enormous insight into how things work... if your goal is to replicate the shader for your own uses, then the info in the rendertrees should get it done. There's a shader or two that were built here that didn't get a full disclosure on how it was accomplished, and that is the authors perogative to with-hold it...

mr Bob
08-18-2006, 01:44 AM
Hang on , your looking in a forum for shaders ideas/ presets to learn the rendertree . yet on the other hand you state

"Oh, and I don't know any XSI professionals who have fled the planet, at least not the ones I know here in London. We're smart here, but not that smart."

If your so smart maybe you should contribute your xsi knowledge instead of bitching

B

RenisanceX
08-31-2006, 09:44 PM
I some what agree with DoF in some cases he makes . Maya is not the most powerfull app but its user community makes it that same with 3dmax and lw with all the stuff the develop and contribute to it . Im trying myself to do some stuff for xsi . But can we ask ourselves are we a little selfish?

then agian we do have to look at some people over at xsi and ant ctrl who give us these marvelous shaders to work with etc

bravmm
09-01-2006, 08:53 AM
The userbase is one part of the "chicken and egg" problem, like studios also have with finding XSI talent. But the amount of tools/shaders/scripts etc. have steadily become more and more, and places like this and xsibase are part of that.

Shader setups are very difficult to share, as they are part of a project (company owned), based on custom shaders (no use to someone else), or people don't have the time to make it available and write some small (or large) explanation/tutorial about it.

And the more basic setups are not very helpfull to share. There are tons of shaders out there for max and maya, but honestly - are they not easily created yourself with some smart thinking.....
I admit the rendertree can look very confusing at first with all the nodes etc., but just fiddling with everything will clear things up very quickly.
I also admit that a couple of dedicated threads about Mental ray rendering ans shaders would be great, but there are already some of those scattered on this and other forums (maya) too. Basic are exactly the same. There's also a thread about rendertree setups.

But to finish all this, complaining about it doesn't help, and even if I wanted to share setups, I'm not allowed, it's no use to you or don't have the time/energy after a 12 hours or so day. We all like to have some personal time too.

rob

ShadowM8
09-05-2006, 06:08 PM
Well here's the difference for you, http://www.vray-materials.de/, the site has only been up for couple of weeks.
I think that maybe renderers like vray have a larger part of their base made up of hobbyists and freelancers therefore they have no restrictions on sharing their R&D with the community. I also think that arch-viz houses are far less protective of their shaders.

DoF
09-07-2006, 03:25 PM
Well here's the difference for you, http://www.vray-materials.de/, the site has only been up for couple of weeks.
I think that maybe renderers like vray have a larger part of their base made up of hobbyists and freelancers therefore they have no restrictions on sharing their R&D with the community. I also think that arch-viz houses are far less protective of their shaders.
Indeed, Shadow, I totally agree with you, and I stand by my previous post. I think that more arch-viz houses are starting to use mental ray in their pipeline. Hopefully, cgsociety will mature out of the "look at my super new render" mentality into something more akin to the problem solving/sharing ethos of the other sites I mentioned. I look forward to that day..:rolleyes:

JDex
09-08-2006, 09:40 PM
Please by all means, start sharing presets DoF and ShadowM8 and perhaps others will follow suit.

Puppet|
12-18-2006, 11:36 AM
shaders_p 3.0.1 for XSI released
http://www.puppet.cgtalk.ru/download/shaders_p_e.shtml

And some images was made with shaders_p

http://www.puppet.cgtalk.ru/gus.jpg
Simple glass with p_MegaTK shader

http://www.puppet.cgtalk.ru/interier_8_3bounce.jpg
Path Indirect Diffuse in p_MegaTK. (alya maxwell) Rendering time is about 8 hours

http://www.puppet.cgtalk.ru/path_test6.jpg
http://www.puppet.cgtalk.ru/path_test7.jpg
All shaders are p_MegaTK and Path Indirect Diffuse

http://www.puppet.cgtalk.ru/download/images/scatter_wrap_render.jpg
p_scatter_wrap shader and p_MegaTK
http://www.puppet.cgtalk.ru/download/video/drag_result.mov - 605 kb
video with p_scatter_wrap

http://www.puppet.cgtalk.ru/csg_difference.gif
http://www.puppet.cgtalk.ru/csg_intersection.gif
http://www.puppet.cgtalk.ru/csg_union.gif
Shader p_CSG (Construction Solid Geometry - boolean on rendertime)

gent_k
12-18-2006, 09:03 PM
Very nice results Puppet|, and thanks for making it available for XSI !

You might want to post this in a dedicated thread so that more people are aware of it.

Puppet|
12-19-2006, 10:28 AM
I have dublicate this post to new separate thread, thanks.
http://forums.cgsociety.org/showthread.php?p=4081575

NeptuneImaging
02-04-2007, 11:31 PM
Hey, I thought I could chime in for a moment but has anyone ever attempted to make a wall paint shader using DGS? I have been trying to figure that out for a while using procedurals for my WIP, but i have trouble getting the super fine details to render such as the microbumps from the wall material...


Does anyone have any suggestions?

Womball
02-27-2007, 11:40 PM
I can't get Final Gather to recognize SSS shaders in XSI 5.11 How would you do this?

NeptuneImaging
02-28-2007, 02:34 AM
I can't get Final Gather to recognize SSS shaders in XSI 5.11 How would you do this?

It should work on the SSS surface. But to get GI to work on the SSS surface, I usually just plug a lambert shader into the Photon slot of my Material

Womball
02-28-2007, 04:28 AM
It doesn't because it doesn't derive any light data from an HDR map. Just the reflections. Supposedly you can add an option for SSS to recognize indirect light, but I can't seem to get this to work.

I get this error when I try to activate this value.

'ERROR : 2000 - Argument 0 (Target) is invalid
'ERROR : 2001-EDIT-SetValue - Argument 0 is invalid
SetValue "Sources.Materials.DefaultLib.defaultMat.SSS_Fast_Skin.indirect", True
'ERROR : Invalid procedure call or argument: 'SetValue' - [line 1]

I entered it in the scripts editor and hit apply.

PerfectLine
09-04-2007, 09:42 PM
I've scanned through this thread and have come to the conclusion that all the shaders should be consolidated into a single, easily indexed, thread maybe seperated by catagory or similar types.

We should try to minimize fishing around threads that have content.

Or maybe someone can point me to a nice updated (post 2005) shader collection elsewhere.

Thanks. :D

tc
01-09-2008, 05:03 AM
I've scanned through this thread and have come to the conclusion that all the shaders should be consolidated into a single, easily indexed, thread maybe seperated by catagory or similar types.

We should try to minimize fishing around threads that have content.

Or maybe someone can point me to a nice updated (post 2005) shader collection elsewhere.

Thanks. :D

Hi,
there is an effort to put all together on XSIdatabase (http://www.xsidatabase.com/)
you are welcome to send your stuff :)

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