Lume Tools are here again

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 12 December 2004   #1
Lume Tools are here again

Does anybody knows how to connect the Lume Watersurface, Submerge and Ocean shader.

I connected the following:

lume_Watersurface>Surface

lume_Submerge>Volume

lume_Ocean>Displacement

Phong>Shadow/Photon

Looks quite nice, but where to connect the Ocean shader as a bumpmap?
which material shader could I use to adjust specular of the watersurface?

THX
 
Old 07 July 2005   #2
I am wondering that. Specially comparing with a thread in "how i did it" at XSibase. The user Ayan was able to get a Color output from Ocean shader and connects to the bump. I have that Ocean but only outputs vector and can only connects to displacement.
 
Old 07 July 2005   #3
Hi,

You probably using the version of the Lume shaders XSIBase/Lymmen wrote?
There's a difference in the SPDL code, so instead of outputting color information, it's only outputting vector information. Ayan was so kind to email me the beta version of the Lume tools he's working with, so I could compare the two sets

I haven't tried this yet, but you could change/add this into the SPDL code and reinstall the shader.

It's the following section of the SPDL:

phenomenon "lume_Ocean"
{
Name = "Ocean";
Version = 2;
Use = displace, texture; (texture is added to code)
}

Let me know if this works or not,

rob
 
Old 07 July 2005   #4
Thumbs up

Wonderfull bravmm, yes i have the Lymmen mod. I'll try your advice and will report soon . Thanks
 
Old 07 July 2005   #5
Back; Not successful ( note this was my first try messing with spdl´s)



This is how it is after i modified it : (Spdlcheck says Error: line 273 the metashader section is already defined )

phenomenon "lume_Ocean_te_declare"
{
Name = "Ocean";
Version = 2;
Use = displace, texture;
}
MetaShader "lume_Ocean_te_declare"
{
Name = "Ocean";
Type = displace;
Type = texture;
Renderer "mental ray"
{
Name = "Ocean";
Options
{
"version" = 2;
}
}
} <----------------------------------------line 273


This is how it was:

#phenomenon "lume_Ocean_te_declare"
#{
# Name = "Ocean";
# Version = 2;
# Use = displace, texture;
#}
MetaShader "lume_Ocean_te_declare"
{
Name = "Ocean";
Type = displace;
#Type = texture;
Renderer "mental ray"
{
Name = "Ocean";
Options
{
"version" = 2;
}
}
}


If you dont want to loose your time maybe you can mail it to me at zalexss@yahoo.com

Many thanks
 
Old 07 July 2005   #6
I'll try to have a go with it tonight, see if I can come up with something working. Just have to reread some of the manual stuff about this

rob

-------
EDIT:
-------

Can someone test this?? You can install this one using the lume.dll from the XSI 4.x installation. Use the one in the p4 folder if you have a recent CPU. Just D&D to the folder of the SPDL file.

//start SPDL file, copy from inbetween these lines -----------------------
removed it temporarely till it works properly
//end SPDL file ---------------------------

Last edited by bravmm : 07 July 2005 at 09:54 PM.
 
Old 07 July 2005   #7
Bravmm

Render region hangs XSi and only solution is to crash it.

Tried with a grid with Lume_bravmm linked to surface output (via a scalar2color that shows up automatically) with and without environement map in default pass and a light
 
Old 07 July 2005   #8
Changed the output of the shader to color, was mistaken about the scalar output.
Will re-check the shader in this form, and oh .... Lume_bravmm is way over the top

rob
 
Old 07 July 2005   #9
Hehe needed to have a reference to origin of the shader

Send me it to try when you change it. Also the ayans one i want to look at it.
 
Old 07 July 2005   #10
Bullit,

check your email for updates

rob
 
Old 07 July 2005   #11
Thanks , i will .
 
Old 07 July 2005   #12
Same problem hangs at Render region.


I noticed this part while installing

** Warning: No associated library found.
-- lume_Ayan registered as Mental Ray Shader

The plugin has been successfully installed.

I have put the spdl with lume.dll (tried the 164kb and the 174kb versions) in same folder for install. But for some reason it dont refers the lume.dll like lymmen shader did.

Do i need annother .dll?
 
Old 07 July 2005   #13
Ok i found the spdl install problem: in last line

must be Filename = "lume" only not lume2 or lumexxx or any other thing to get lume.dll


The bad news your shader Bravmm still crashes in render region, the good ayan shader dont crash anymore.
 
Old 07 July 2005   #14
Hi,

That's probably one of the reasons why I din't get the Ayan shader to work, although I didn't got any errors while installing this version. Will have a look at the rest to see if this will fix them. Will let you know, but am a bit busy today.

rob
 
Old 07 July 2005   #15
Sure, have a good working day
 
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 03:10 PM.


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