|02-23-2013, 05:12 PM||#18|
Join Date: Jun 2005
Sorry, I meant to say "tool". Shader came to mind because I was thinking of the vertex map shader in the material channel.
|03-03-2013, 03:53 PM||#21|
Imagery for brandsportfolio
London, United Kingdom
Join Date: Jan 2010
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.
|03-03-2013, 08:29 PM||#22|
Lance for Hireportfolio
Lance For Hire
Brighton, United Kingdom
Join Date: Dec 2005
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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Last edited by ChrisCousins : 03-03-2013 at 08:36 PM.
|03-03-2013, 09:46 PM||#23|
Lord of the postsportfolio
Join Date: Nov 2002
>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.
|03-10-2013, 08:42 AM||#27|
Wielder of Untold Evil.portfolio
Self-Employed (former Creative Director)
Kevin Capizzi CGI, LLC
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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|03-12-2013, 05:28 PM||#29|
Keeper of the Cheeseportfolio
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