MR Shader XYZ Object Position Offset for Deriver

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Old 08 August 2006   #1
Unhappy MR Shader XYZ Object Position Offset for Deriver

Hi,

Now after three weeks of experimenting I'm really perplexed about the following:

I like to make a Anisotrophic Shading with the Help of the Deriver Shader. It behaves perfectly as long the Object is on World Coordinate 0,0,0. Everthing is really perfect!
With the mode 2 (North position) and the XYZ Coordinate (3dsmax) Shader attached for the North Position it goes perfectly! If I turn my Object around the Anisotrophy works fine with the mib_ward_illum_deriv shader! The Derivatives are so perfect that I could use it for the mib_reflection_glossy shader,too! It´s all that I want. Except:

if i move the object out of the 0,0,0 world coordinates the Anisotrophy doesn´t work anymore. Even this problem I have solved partly! If I take the new coordinates of my Object in World (F12) and type it manually in the Offset section of my XYZ Coordinate - The Anisotrophy works perfectly again!!!

Now here´s the question: With what shader could I set this Offset Vector so that it reads the position of the Object in the world automatically? This is incredible!

It would be so easy if there would be a shader that just returns the current Object Position/Vector in the World!!! Every try to get this Coordinate with the XYZ Coordinate itself failed.

Is here anyone that could help me with that mindboggeling frustrating problem? I´m so close to real Anisotrophic Reflections!!!
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andré kutscherauer
3d design


www.ak3d.de
 
Old 08 August 2006   #2
Is there really no shader that could do this simple job? Or am I just to blind to get it out of the basic shaders?

I read about JS_Incidence that probably could do this, but there´s no mi implementation for Max.

-Vormav- said that he would have eventually some shaders, but I coun´t find them yet!
__________________
andré kutscherauer
3d design


www.ak3d.de
 
Old 08 August 2006   #3
Try mode 1

Try mode 1, then set the "north_dir" to 1 in the z axis. this corrects the behavior for me.
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Ryan Dashkevicz
Art Associates Inc.
Architectural Illustration Portfolio
 
Old 08 August 2006   #4
Thank you. In mode 1 with a 1 in the Z axis it works fine with movement. But then the roation dosn´t work! The nordirection is so not bounded to the rotation of the object!

I try that with the mib_illum_ward_deriv shader and a simple sphere. Shiny U=10 Shiny V=2

It have to point in a direction that is right above the Z Axis of the object. In mode 2 this does work if the object is on 0,0,0 and the northposition is set to 0,0,0, even with rotation of the object. The only failure is that it doesn´t move with the object! This I can easily solve with manual typing in the current object coordinates!

What I need is a Vector to Coordinate Shader for MR Max.
__________________
andré kutscherauer
3d design


www.ak3d.de
 
Old 08 August 2006   #5
Try mode 2

Try mode 2 with a HUGE number in the z,maybe that will work?
__________________
_______________________
Ryan Dashkevicz
Art Associates Inc.
Architectural Illustration Portfolio
 
Old 08 August 2006   #6
This was my first thoug, too. But this jsut make the same effect like in mode 1 with Z=1! If i Set the Z in Mode 2 of 1000 it results that the rotation doesnt work anymore. The Rotation simply does not go with the object!

All things seem just to work in Mode 2 with Coordinates that represent the Current Object Position in World Coordinates. I would just need such a shader that could read them.
__________________
andré kutscherauer
3d design


www.ak3d.de
 
Old 08 August 2006   #7
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