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JulianS
04-09-2006, 07:46 AM
Hello there.

How to create a good anisotropic effect.

Does anyone have any sugestions about creating or setting specific attributes to create this effect. I have got some decent results but nothing to satisfy me.:wise:

It will be great to see some Renders.

I try DGS, mib_illum_ward and the Reflection Utility but nothing :shrug:

brogh
04-09-2006, 10:44 AM
I've made a quick test and it seems fine to me ..

from left to right .. mib_ward_derivative, mib_ward, and a standard maya anisotropic material.

if you used the ward remember to give valus in U and V, or just connect a mib_texture_vector.

http://img164.imageshack.us/img164/5699/aniso2nf.th.jpg (http://img164.imageshack.us/my.php?image=aniso2nf.jpg)


Cheers

dagon1978
04-09-2006, 11:25 AM
and for anisotropic reflection the mib_glossy_relfection works fine :buttrock:

http://img100.imageshack.us/img100/1985/anisotropic107uc.jpg

http://img78.imageshack.us/img78/8814/anisotropic118tm.jpg

wizzackr
04-09-2006, 01:48 PM
and for anisotropic reflection the mib_glossy_relfection works fine :buttrock:

no shit - very nice anisotropic reflection, dragon! is that all done with mib_glossy_relfection or anything else piped in?

JulianS
04-09-2006, 05:39 PM
WOW Thank you guys.

but that is the problem.my test work fine in round surfaces, but i can't get a good result in flat surfaces. I know it has to do with the UV directions but i don' think i know the whole formula. :shrug:

This is the effect i am trying to achive
http://ford.jbcarpages.com/Mustang/2005/Bilder/2005%20Ford%20Mustang%20Brakes.jpg

slipknot66
04-09-2006, 06:40 PM
Hello, here is a simple test i did with the Maya anisotropic shader, i think it works fine with mentalray.
http://img448.imageshack.us/img448/313/metal5jw.th.jpg (http://img448.imageshack.us/my.php?image=metal5jw.jpg)

JulianS
04-09-2006, 06:47 PM
Thank u slipknot66

That looks nice how does u network looks like. u usign bump or displacements.

Thanxxx

slipknot66
04-09-2006, 07:20 PM
Well, is really simple, im using a grid texture with bump. :)
Just plug the grid texture to the bump node of the anisotripoc shader, then adjust the settings the way you want.Thats it.

Stucky
04-09-2006, 07:54 PM
hey slipknot66 how did you get that circular effect for the grid texture?


-S

slipknot66
04-09-2006, 08:03 PM
Just adjust the V Width value of the grid texture, something around 0.1 its a nice start.

Stucky
04-09-2006, 08:07 PM
but that doesntmake the grid circular, that only makes the grid thiner.


-S


Nao percebi mt bem isso Giorgio. Desculpa...

slipknot66
04-09-2006, 08:12 PM
Well, that object its a cylinder, and im using the default UV when you create the cylinder.
Sem Problemas:thumbsup:

Stucky
04-09-2006, 08:14 PM
obrigado giorgio. Depois vejo isso melhor. Agora tenho a cabeša Ó roda, pk estive o fim de semana todo de volta do Maya..Abrašo...

slipknot66
04-09-2006, 09:20 PM
And here using the mib_illum_ward1, with bumpcombiner.

http://img326.imageshack.us/img326/8972/anisotropic2wv.th.jpg (http://img326.imageshack.us/my.php?image=anisotropic2wv.jpg)

JulianS
04-09-2006, 11:35 PM
WOW. this is great stuff. :thumbsup:

dagon1978 I will love too see u aproach to this. We all know you know endless amounts of tips and tricks. :wise:

These are great examples from jeff paton site.

http://www.jeffpatton.net/Max6/images/MR-anistropic.jpg

http://www.jeffpatton.net/Max6/images/MR-anistropic2.jpg

Stucky
04-10-2006, 09:29 AM
hey giorgio, could you send us your file, where you used the mib_illum_ward1 with bumpcombiner?!?!? that would be lovely..Thanks..I can mirror it..

I would like to see dagon1978 aproach too...



Obrigado Giorgio.


-S

coccosoids
04-10-2006, 03:52 PM
hi guys!
i'm in the process of rendering out a design project and i'm kinda having trouble with anisotropic reflections / illumination model...
i've tried all (especially mega tk - ward but i couldn't get the settings to match even the results that the anisotropic maya shader delivers) but everything looks awkward to me..
that bump thingy seems interesting but is there anyway to use it and have suit any surface? disregarding uv directions (with a 3d texture maybe ?)
and also, if you could share the maya files.. :) well, you know...

slipknot66
04-11-2006, 04:45 AM
Here is the scene

A_New_Hope
04-11-2006, 07:56 AM
thanks slipknot66 for the file will check it out :)

(member.php?u=90683)

joie
04-11-2006, 09:14 AM
And what if I want to use DGS shaders?, I been able to use anisotropic reflections only in NURBS surfaces..., Is there anything I must do to make it work in poly meshes? (apart from applying proper UV layout of course).

Thank┤s in advance.

Pixero
04-11-2006, 01:19 PM
And what if I want to use DGS shaders?, I been able to use anisotropic reflections only in NURBS surfaces..., Is there anything I must do to make it work in poly meshes?

Daniel Rind has a shader called Deriver on his site.
http://animus.brinkster.net/stuff/plg_deriver/plg_deriver.html

Pixero
04-11-2006, 01:41 PM
Just noticed that the above link doesnt contain a mi file. So I quickly made one..without testing. What you need in Maya is the .dll from the above link and the Deriver.mi file below.
Please dont kill me if it has errors. :rolleyes:

# Start -----------------------

#*****************************************************************************
# Author: Jan Sandstrom (Pixero)
# Created: 11 April 2006
# Purpose: .mi declarations for Daniel Rinds Deriver MR shader
# History:
# 11 April 2006 jan sandstrom: created
#****************************************************************************/
declare shader color "Deriver" (

color "passthrough", #: default 0.0 0.0 0.0
integer "mode", #: default 0 min 0 max 2 # Disabled = 0 North Direction = 1 North Pole = 2
vector "north_dir", #: default 0.0 1.0 0.0
vector "north_pos", #: default 0.0 1.0 0.0
scalar "rotation" #: default 0.0 min 0.0 max 1.0
)
#: nodeid 7624978112
version 1
apply texture
end declare

# End ----------------------

coccosoids
04-11-2006, 01:52 PM
slipknot66 > very kind of you! thanks...
anyhow, the megaTK shader works quite nice on nurbs surfaces...one thing to take into account is the alpha/bump problems etc with mental ray implementation in maya ( :( ) so i advise not to use the > export with shading engine > as it turned out it gave me all kinds of wrong specular outputs in megatk - don't know why tho`..

pixero > great, but do you know anything about a maya version of that shader ?

edit : ow! i see mister pixero is always ahead of me :)

Stucky
04-11-2006, 02:01 PM
hey slipknot66. Thanks for the file. I really apreciate that.

Pixero, many thanks for you effort. You are the best;) Keep the good work...


-S

Puppet|
04-11-2006, 02:46 PM
anyhow, the megaTK shader works quite nice on nurbs surfaces...one thing to take into account is the alpha/bump problems etc with mental ray implementation in maya ( :( )
Hmm... what is the problem with alpha/bump in p_MegaTK? I have no any problems. :)
If you have a problem with alpha on mr shaders after enabling "Export with Shading Engine" option on shading group, just convert your mr shader to maya shader using my p_maya_shadingengine shader.

In next version I'll add Bump slot to p_maya_shadingengine shader and you'll can add maya bump for any mr shaders.

coccosoids
04-11-2006, 05:56 PM
has anyone gave the .mi file from pixero a trial? does it work ;) ?
to puppet : untill i'll have my connection up and running on my maya computer i can't really show you what was going on with the shader, i'm sorry..
one other thing though : i think your anisotropic reflection solution in megatk works like "derive" option from the ward_specular > because i get inverted reflections on nurbs surfaces flowing in opposite u/v directions... i'll post some images as soon as i can...

floze
04-11-2006, 07:40 PM
has anyone gave the .mi file from pixero a trial? does it work ;) ?
to puppet : untill i'll have my connection up and running on my maya computer i can't really show you what was going on with the shader, i'm sorry..
one other thing though : i think your anisotropic reflection solution in megatk works like "derive" option from the ward_specular > because i get inverted reflections on nurbs surfaces flowing in opposite u/v directions... i'll post some images as soon as i can...
I once compiled the deriver shader so it used the state->bump_x_list instead of state->derivs, imo that makes more sense though it is bound to the uvs then. If you're using state->derivs, the orientation of the pole will always be loose in space (independent of where you place your objects) unless you link the orientation vector to your transformation - however, this wont work with deformations anyway.

Maybe someone like Puppet or Pixero wants to give that a try, I dont have my files around right now. The deriver source is open, changing it from derivatives to bump_x_list easy.

coccosoids
04-12-2006, 07:30 AM
hello... i got some images to show so here goes:

1:reflection only megatk/anisotropic samples 16
2:mib_glossy
3:megatk specular ward

coccosoids
04-12-2006, 07:35 AM
1:mega tk ward / export with shading engine enabled
2:mega tk anisotropic reflections / export with shading engine enabled


how would one use the p_maya_shadingengine ?

Puppet|
04-12-2006, 08:23 AM
Ward and Anisotropic Reflection works only on nurbs otherwise you should use Deriver shader for generating correct direction.

how would one use the p_maya_shadingengine ?
Just connect it to Shading Group (don't forget to enable Export with Shading Engine option otherwise Maya will crash during render) and connect your mr shader to Input of p_maya_shadingengine shader.

P.S. If you using p_MegaTK shader I recommend you use last version (shaders_p 3.0 beta 3 in currect time). I have improve reflect/refract in this version.

Pixero
04-12-2006, 09:10 AM
I've made some small modifications and recompiled the Deriver shader.
Also changed it to a material.
Here a quick test with DGS shader and Nurbs and Poly Torus.

http://www.pixero.com/bilder/pics/deriver_test.jpg

Get the files at the very bottom of my MR download page.

coccosoids
04-12-2006, 09:12 AM
i think it's time for another download :)... the images i posted are just nurbs spheres, and i also work mainly in nurbs...
what i wanted to suggest is that maybe in future version you would implement something more similar to the mib_glossy functions regarding anisotropic reflections in your shaders...
the reason i ask for that is because now it obeys surface flow > so if you have, let's say a spherical nurbs model that is actually made up of many patches it is hard, if not impossible to get anisotropic reflection to flow coherently...
thanks, gonna have a look at the beta version now
pixero, puppet > once again : :thumbsup:
:)

sylvaimz
04-12-2006, 10:35 AM
Pixero,
can you include your modification in the source of the deriver shader?

Pixero
04-12-2006, 10:53 AM
I didnt modify anything functional in the source.
I just divided the rotation with 360 to get a IMHO easier to understand rotation value.
Ie. 0-360 instead of 0-1.
rot = *mi_eval_scalar(&params->rotation)/360;
Also I changed it to a material instead of texture in the mi file and made a icon and AE template.

floze
04-12-2006, 01:06 PM
I didnt modify anything functional in the source.
I just divided the rotation with 360 to get a IMHO easier to understand rotation value.
Ie. 0-360 instead of 0-1.
rot = *mi_eval_scalar(&params->rotation)/360;
Also I changed it to a material instead of texture in the mi file and made a icon and AE template.
Dont you think it would make sense to change it from state->derivs to state->bump_x_list? I had this idea when inspecting Gonzalo Garramu˝o's gg_fakefur, which uses the bump_x_list instead of the derivatives.

lazzhar
04-12-2006, 04:21 PM
WOW. this is great stuff. :thumbsup:

dagon1978 I will love too see u aproach to this. We all know you know endless amounts of tips and tricks. :wise:

These are great examples from jeff paton site.

http://www.jeffpatton.net/Max6/images/MR-anistropic.jpg

http://www.jeffpatton.net/Max6/images/MR-anistropic2.jpg

Why not just tweak and connect the CD shader found in Highend3D somewhere in a reflective shader?
http://i1.tinypic.com/v8ek55.gif

coccosoids
04-12-2006, 07:32 PM
do you how the shader confronts with nurbs surfaces and/or if it deals well with the mental ray renderer?
anyways, thanks for the tip

lazzhar
04-12-2006, 08:57 PM
do you how the shader confronts with nurbs surfaces and/or if it deals well with the mental ray renderer?
anyways, thanks for the tip

Hmm... too bad it doesnt reneder correctly with nurbs.. sorry guys :surprised

Lorecanth
04-12-2006, 10:16 PM
thanks pix

JulianS
04-12-2006, 11:12 PM
What shader is that????? =\

Why not just tweak and connect the CD shader found in Highend3D somewhere in a reflective shader?
http://i1.tinypic.com/v8ek55.gif

rollmops
04-13-2006, 07:49 AM
Why not try to render it with maya SW?

This one was made on maya5 It a bit old.

mixing a phongE + anisotropic at 50%
a fine bump.
and a tiled map on roughness.
+ don't forget to adjust reflectivity with the facing ratio.

lazzhar
04-13-2006, 07:57 AM
What shader is that????? =\

This (http://highend3d.com/maya/downloads/shaders/3644.html) one. but it's jusr eflection mappings.

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