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FranOnTheEdge
02-13-2008, 02:48 PM
Where do you get the Bhodinut Buffy shader from?

mikeh64
02-13-2008, 02:54 PM
I think it's called "normal direction" now

FranOnTheEdge
02-13-2008, 04:25 PM
Alright, fine.

Where do I find this "normal direction" then? (funny name for a shader)

Zmurowski
02-13-2008, 04:29 PM
As if Buffy was better. Create a new material, klik the arrow next to the texture field, go to the effects - and there it is.

AdamT
02-13-2008, 05:08 PM
Makes a bit more sense than Buffy, considering that it's effect is based on polygon normal direction.

JeremyW
02-13-2008, 06:46 PM
(funny name for a shader)

Perhaps FranOnTheEdge is darf's latest AKA???

TimC
02-13-2008, 10:10 PM
bhodiNUT!

I still have my original Smells Like Almonds cds.

Bless Darf and all his creations!

Tim



edit =(typo)

Srek
02-14-2008, 06:43 AM
Perhaps FranOnTheEdge is darf's latest AKA???
No, Darf wouldn't ask for shaders, coding them would take him less time ;)

FranOnTheEdge
02-15-2008, 10:30 PM
Perhaps FranOnTheEdge is darf's latest AKA???

No no, the nom de plume "FranOnTheEdge" is all mine - just about anywhere.

The only times I've not been able to use it, is when the forum concerned didn't make the username field long enough.

So I might sometimes be FranOnTheEd or FranOnTh - mostly FranOnTheEdge but always - it means ME!!!

Buffy wasn't so bad, easily rememberable - just think, it could have been called "Smells like cheese".

Zmurowski (http://forums.cgsociety.org/member.php?u=247182),
Texture field - effects - thanks.
... found it. Um. Oh darn! Now I can't remember where the instructions were that I was following.

Oh bother, bother, bother!

Found it!

Is this BhodiNUT Tiles do you think?

LucentDreams
02-16-2008, 06:16 AM
yes thats the bhodinut tiles shader it kept its name because the name was sensible.

FranOnTheEdge
02-16-2008, 02:46 PM
Okay thanks, now I think I'm getting there:
http://i251.photobucket.com/albums/gg314/franontheedge/BuffyNormalNormals.jpg
That's the sphere with the normals normal and this buffy tiles thing on it.

And this:
http://i251.photobucket.com/albums/gg314/franontheedge/BuffyNormalsReversed2.jpg
is the sphere with the normals reversed.
Interesting....

So is this right?
http://i251.photobucket.com/albums/gg314/franontheedge/BuffyGlassWithWithout.jpg
Where I'm trying the sphere with and without Buffy in the specular colour?

My Cinema doesn't seem to be the same as the one in the tips & tricks thread, so some things are in specular colour that Per Anders is saying are in Specular - so I'm not sure if I've got it right or not.

LucentDreams
02-16-2008, 08:11 PM
yes you put it in specular color. on ther ight you see how it doens't have the second highlight inside, making the glass appear solid.

That said you realize that this specific functino is only needed if you use the phong illumination model if you use blinn this behaviour is gone and no special shader is needed.

FranOnTheEdge
02-17-2008, 11:22 AM
Well phong is for glass and blinn is more plasticy or at least solid, isn't it?

I'm just starting to find out about blinn and phong etc in my maya classes at Uni.

georgedrakakis
02-17-2008, 11:42 AM
Well phong is for glass and blinn is more plasticy or at least solid, isn't it?

actually it's the exact opposite.
phong illumination mode is more suited for plastics,
blinn for glass and shiny surfaces &
oren-nayer for rough surfaces (i.e. walls, stones, etc.)
playing around with the diffuse values (fall-off and/or levels), under the illumination mode, you have more control of how the light bounce (scatter?) the material's surface.
hth,
george

imashination
02-17-2008, 11:45 AM
phong = solid stuff (plastic and glass)
orenaya = squishy stuff (cloth, wax, skin)

LucentDreams
02-17-2008, 11:59 AM
way I looka t it is phong is for innaccurate speculars
blin for plastic, shiny, and orenayer for matte.

georgedrakakis
02-17-2008, 12:02 PM
phong = solid stuff (plastic and glass)
orenaya = squishy stuff (cloth, wax, skin)
that's correct.
blinn uses more accurate calculations than phong model.
oren-nayar is for micro-faceted surfaces, as mentioned above

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