You all may or may not know the free collection of “Tommys little Helpers” (TLH for short) shader nodes that I did as a first exercise when the messiah SDK came out. They are available for free from my website: ScreenDream - Tools for all messiah:studio users.
After “The Art of Noise” was finished, I started improving this old collection and soon found myself with so many new ideas that I decided to not only update them but make them into a whole new package that is vastly improved and contains lots of new shaders too.
So in this thread, I want to show you some WIP renderings that I do to test this stuff and you are invited to give me some feedback and feature requests for tools you miss in the shaderflow.
OK, enough words:

All object in this image use the TLHPro:Distance shader in combination with a gradient.
The spiral and the cube have spherical distance from themselves active, the floor uses spherical distance to the camera, the sphere uses the Y distance to the camera in world coordinates and the spherical object to the right uses Y distance to a Null object in local coordinates.
The distance can be measured in world, local or “goal” coordinates (that is in the coordinate system of the object that is used to measure the distance.
Optional you can clamp, step or smoothstep the distance with animatable min and max settings. Also you can offset and scale the distance value (cool for connecting a noise or turbulence to disturb the gradient).
The image is rendered with AA Level 2, Monte Carlo/Environment, 3 GI samples, GI Depth 2 and GI Noise Reduction. The latter was giving me weird results as long as I followed the docs. After some experimentation, I used 1,000,000 Photons, a Tolerance of 5, a GI Gather Radius of 0.25 and a GI Gather Count of 1000. Values above 1 for the Tolerance have given me the best results so far, even up to 10 or more…
The rendertime was 1:54 Minutes on a P4 with 3.2 Ghz.
The spiral thing has light emission active.
Cheers :bowdown:







