New Particle Shader from David O'Reilly

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 11 November 2012   #1
New Particle Shader from David O'Reilly

Just in case you've missed it

Theres a new plugin on his site plugins4cinema4d
pShade - ever wanted to map a shader channel to a particle's speed, age etc?
click - click - done!

C4D Particles and TP supported

http://www.plugins4cinema4d.com
 
Old 11 November 2012   #2
Nice one! I will check that out.
__________________
www.simonfiedler.de
 
Old 11 November 2012   #3
@David: What do you think about adding an option to make the shading dependent on a particle real value data channel? That way you could directly control the material properties on a per particle base without having to do a workaround with manipulating particle properties.
__________________
- www.bonkers.de -
The views expressed on this post are my personal opinions and do not represent the views of my employer.
 
Old 11 November 2012   #4
Been playing with this for some time now.
Clever little tool !!

you can do different setups for different PGroups, and there's this animatable Mix Slider, that allows you to define how much influence you want each property to have on the Shading. ( like 20% of the Shading comes from the Speed, 30 % comes from the Texture, 25% comes from the Particle Age, and 25% comes from the Density).

This will allow for setting up some cool effects pretty easily.

Also, I definitely want to amplify Bjorn's request for direct Data Channel support !
Cool stuff !!
 
Old 11 November 2012   #5
Quote:
Originally Posted by douwe
Also, I definitely want to amplify Bjorn's request for direct Data Channel support !
Cool stuff !!

Thanks for the input and thanks Paul for posting about it. Yes I'll look at the data channels, I'm also working on x-particle support.
__________________
INSYDIUM LTD
Managing Director/Director of Development

A question that sometimes drives me hazy, am I or are the others crazy?
 
Old 11 November 2012   #6
Quote:
Originally Posted by obeardy
Thanks for the input and thanks Paul for posting about it. Yes I'll look at the data channels, I'm also working on x-particle support.


Would it be possible to somehow support Hair-render as that is the most powerfull Particlerender engine we have.
__________________
____
Cinema 4D Studio MSA, Zbrush, CS6, 3DCoat, Moi
Twitter: @holgerbiebrach
www.c4dStuff.com

HB_ModellingBundle
 
Old 11 November 2012   #7
Quote:
Originally Posted by HolgerBiebrach
Would it be possible to somehow support Hair-render as that is the most powerfull Particlerender engine we have.

It is something that is on my list, still experimenting.
__________________
INSYDIUM LTD
Managing Director/Director of Development

A question that sometimes drives me hazy, am I or are the others crazy?
 
Old 11 November 2012   #8
Quote:
Originally Posted by obeardy
It is something that is on my list, still experimenting.


That would be great...
__________________
____
Cinema 4D Studio MSA, Zbrush, CS6, 3DCoat, Moi
Twitter: @holgerbiebrach
www.c4dStuff.com

HB_ModellingBundle
 
Old 11 November 2012   #9
Or maybe even an own shader that can render particles without geometry and has different blend modes (add, screen etc) like particular has? That thing looks sweet....
__________________
www.simonfiedler.de
 
Old 11 November 2012   #10
Quote:
Originally Posted by teleliq
Or maybe even an own shader that can render particles without geometry and has different blend modes (add, screen etc) like particular has? That thing looks sweet....


I would stick to the Hairrendersupport as it is so fast and got many options.
__________________
____
Cinema 4D Studio MSA, Zbrush, CS6, 3DCoat, Moi
Twitter: @holgerbiebrach
www.c4dStuff.com

HB_ModellingBundle
 
Old 11 November 2012   #11
finally.
texture color sampling for TP.
GREAT.
thank you.
fuat
__________________
insekt8.de
 
Old 11 November 2012   #12
Thanks very much David, you're filling a big gap here – what exactly is the Depth option for?

Edit: Got it, colorizing over Viewport or Screenspace Depth
Maybe call that one Camera Distance instead?

Last edited by typografschaft : 11 November 2012 at 05:27 PM.
 
Old 11 November 2012   #13
Quote:
Originally Posted by HolgerBiebrach
I would stick to the Hairrendersupport as it is so fast and got many options.


Considering The man making the plugin also wrote the hair renderer I'm sure he could make a line/point renderer that'd compare or or nowadays improve upon, but then it also depends on time and how massive of a project david wants to make the plugin. Supporting the hair renderer directly would likely be a more manageable project.
__________________
Quote:
"Until you do what you believe in, how do you know whether you believe in it or not?" -Leo Tolstoy
Kai Pedersen
 
Old 11 November 2012   #14
Well there "was" krakatoa for c4d as well... Pity Maxon didn't care...
 
Old 11 November 2012   #15
OReally ? That looks a nice plugin.
__________________
Founder and admin of GC4DUG
Global Cinema 4D Users Group

Last edited by ahven : 11 November 2012 at 12:09 PM.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 05:08 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.