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Old 02-23-2013, 01:03 PM   #16
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pierre magnol
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go for it

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Old 02-23-2013, 03:26 PM   #17
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Depth Inclusion

What is this? I'm bit slow today and google is giving me a hissy fit..

Look promising, I really think that Paul's AO can be amazing for texture artists.
Old 02-23-2013, 05:12 PM   #18
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Stuart Townsend
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Originally Posted by typografschaft
It's not a shader but a vertex map generator based on mesh angle, density, ao etc. One big advantage compared to a shader is that it can be seen and evaluated in the viewport as vertex maps are visualised as they are in the viewport :-) Very nice for a live AO preview.
One disadvantage of course is that vertex maps are mesh based, so if you have a low resolution mesh, your vertex map will look also low poly :-)

Sorry, I meant to say "tool". Shader came to mind because I was thinking of the vertex map shader in the material channel.

Old 02-26-2013, 01:23 PM   #19
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due to popular demand, phase 2.

Pre-Order Advanced Topology Maps..

lets see how this goes.

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Old 02-26-2013, 01:42 PM   #20
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Old 03-03-2013, 03:53 PM   #21
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A fantastic add on. I think a tool like this can raise the bar of C4D renders.
Im thinking along these lines....
You may have seen this Modo render. Its a shader that detects inner and outer corners in the geometry - like reversible AO. What makes this a remarkable image is the natural behaviour and realism of the blue glaze - denser blue glaze in the nooks and crannies and thinned glaze on the outer exposed peaks. The green/polished copper dragon is nice too.
Its Just one example how a shaders can work magic in how it reacts to the geometry.

So, In a similar way im excited by all the rendering possibilities with Paul's AdvancedTopoMaps and Grunge shaders. And the realtime display feedback is a real bonus.

Im very intrigued by the geometry depth option.
Old 03-03-2013, 08:29 PM   #22
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Chris Cousins
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Originally Posted by lewisrowe
I'm very intrigued by the geometry depth option.

I'm quite curious how the depth gets calculated. My first guess is that the depth is calculated by looking at the surface normal at each point and working out how far the mesh extends in the opposite direction - is that close? Or are rays fired in several directions, and the depth is an averaged value? Can the depth ever include objects embedded in the mesh, that aren't parts of the mesh itself?

Edit - doh! Spotted the Include option for adding foreign meshes - very nice.
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Old 03-03-2013, 09:46 PM   #23
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>I'm quite curious how the depth gets calculated.

AO radiates random rays from the surface outwards and is more or less a distance sum. The Depth mode is almost the opposite but just requires some additional handling. And yes, as you noticed, its no problem to drop something inside the surface for some subsurface goodness.The is not proper SSS, but its a pretty good fake .However I do have 4/5 of a proper SSS in place, which is similar but requires the addition of at least one light and would not take a lot more to finish.

Old 03-04-2013, 11:53 AM   #24
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Old 03-04-2013, 02:59 PM   #25
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Pre-ordered... Looking forward to it...
Old 03-04-2013, 08:00 PM   #26
Anders Sandelin
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This was a nice one Paul! Gonna save me tons of time. Having a play with it now and like more and more.

Old 03-10-2013, 08:42 AM   #27
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Preordered as well.

This'll be a major boon on projects that can't afford a ton of render time. But even in general, it's a great way to produce cool stuff faster and on the fly.

Can't wait to put it into practice... Thanks, Paul!
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Old 03-12-2013, 01:04 AM   #28
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Fast AO?? You can have all my money!

So this gives you both fast AO in both the viewport while working and in the final render?
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Old 03-12-2013, 05:28 PM   #29
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Pre-Order in. Cheers!
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Old 03-12-2013, 11:20 PM   #30
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