shaders_p 3.3 beta

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  02 February 2009
shaders_p 3.3 beta

New beta 9 of shaders_p 3.3 is available here:
http://www.puppet.tfdv.com/download/shaders_p_e.shtml
For Maya2008/2009 and 3DSMax2009 for all OS

02.02.09	ver 3.3 beta 9
  	  - Added p_shader_replacer shader (mostly for override shader on Fur)
  	  - p_MegaTK: Can be used as photonic shader (diffuse, opacity, reflect and refract)
  	  - p_MegaTK: Changed default value for 'Opacity Mode' from 'Alpha' to 'Average'(need for Maya's swatch)
  	  - p_MegaTK and p_HairTK: Added SpecialC5-SpecialC10 passes
  	  - p_scatter_wrap: Enabled the support for instance light lists (Mode 4)
  	  - p_scatter_wrap: Fixed bug with wrong light direction if 'Spread' == 0
  	  - p_scatter_wrap: Fixed NaN value if 'Max Scatter Distance' == 0
  	  - p_scatter_wrap: Improved sampling pattern for 'Shadow Blur'
  	  - p_HairTK: Added 'Color Variation' parameter
  	  - p_scatter_wrap: Added 'Thin Wall Translucence' effect
  	  - p_HairTK: Added 'Visible for FG' parameter
  	  - p_MegaTK: Fixed bug in 'Fur Diffuse' part. It may produce a little bit different result
  	  - Added p_dielectric_interface shader
  	  - p_motion_to_rgb: Added 'SmoothKit' and 'ReelSmart' mode
  	  - p_MegaTK: Fixed bug with NaN value in reflect/refract part. Fixed reflect/refract amount
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Pavel Ledin aka Puppet
 
  02 February 2009
great work Puppet

cheers
 
  02 February 2009
tnx. how should I install it, if i already have previous version of your shaders? maya 2008
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  02 February 2009
to igorden:
Just override all files
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Pavel Ledin aka Puppet
 
  02 February 2009
ok.
and especially tnx for your course in Realtime!))
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  02 February 2009
hey cool thing thx for sharing 8]

how does this motion vector to Rgb work ?
and works it for particlestuff and such effects ?
 
  02 February 2009
Please view tutorial in doc.
Not sure about particles...
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Pavel Ledin aka Puppet
 
  03 March 2009
Hey sorry but I've got a simple question. How do I get transparency with my z-depth like in the images in your documents.

I am currently using the P_z shader to create zdepth by setting up a separate layer and using the shader as a material override of everything.

Thanks for your help and the shaders. Their really really helpful!
 
  03 March 2009
You just need connect your transparency texture to "Opacity"
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Pavel Ledin aka Puppet
 
  03 March 2009
Hi Puppet,

I've been having some troubles getting the passes in megaTK to work with any of the layered shader systems (built in or otherwise). Is there a workaround for this? Or would it be possible to have a p_layeredshader that works like mix8, but also that works with the pass outputs?

Thanks for a fabulous shader!
Jason
 
  04 April 2009
Hi Puppet,

is there a way to use wildcards in the path of the megatkpass? I mean like in the render settings tab, you can write <Camera> or <Scene> etc. is there something similar? Now I'm generating the path automatically, with scripts/scriptjobs, but I would like to know if I can make it easier? For example a <Pass> tag would be useful....
Thanks
Gabor
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  04 April 2009
Hi puppet,

I often times use mapped reflections on my maya shaders to speed up my renders, and I wanted to do the same thing using megaTK, but it doesnt render in the same manner as if I did this with a Blinn. I'm not sure if I'm not doing this correctly, but I can only seem to get a reflection that looks similair if I pipe my mapped reflection into the custom reflection slot. But when I do this, the shaded object's reflection does not see "itself" in front of the mapped reflection. Its like the object is invisible to itself. Whereas when i use a blinn, this doesnt happen. It makes it hard to use mapped reflections in a realistic way... Is this a limitation of the shader at the moment, or am I not hooking this up correctly?



thanks!!
J

Last edited by JasonA : 04 April 2009 at 02:37 PM.
 
  04 April 2009
to JasonA:
I plan to add some p_layeredshader shader is feature versions. But now it is not possible to mix passes.

to Tocy:
No, sorry

to JasonA:
There is no such limitation in my shader. Please share example scene.
__________________
Pavel Ledin aka Puppet
 
  07 July 2009
Hi Puppet,

I'm having some problems with the light shaders causing my rendertimes to explode. I have scene where ive used megaTK exclusively, and i only have three lights in my scene (a direct and two spots). WHen I render the scene with no light shaders in the slots for the lights, the render is done in about 42 seconds. But when i add the direct and spot shaders, my rendertimes explode to about 25 minutes. The lights cast hard shadows, only 1 ray and fall off quadratically. Is this a known bug? I can t seem to find a reason for the rendertime explosion since the light shaders are essentially at their defaults.

I dont recall this being a problem with earlier versions of the shaders, but i dont know what the last version was that didnt have this problem. I've been struggling with this since january (solving it through brute force on renderfarms but my boss is a bit grumpy with me.

Any thoughts on this, or is there some obvious setting that im missing?

thanks for your help, and this shader rocks!!

R

EDIT * using maya 2009 64bit on Vista64 with shaders_P 3.3beta11

Last edited by Ruthtog : 07 July 2009 at 05:47 PM.
 
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