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Fake sss shader 4 LightWorks
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Fake sss shader 4 LightWorks // Archive: Tech Forum
Post by membrain // Jan 3, 2007, 1:00am
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membrain
Total Posts: 28
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This entire post is in reference to TS7's SuperLightWorks editor...
In short... do you think it's possible?
I've performed a few searches here, and even a couple in Google (just to be sure) and came up empty handed...
I do not have Vray, nor the funds to purchase it ATM. So, in light of this fact I've become curious, both for myself and others in my similar situation, is the material editor in TS7 yet capable of doing something like this.
If anyone believes it is, are there any general suggestions where one might get started with such a task. I do not have any real knowledge of the editor but what I've read in the "Artist's manual" and it wasn't too much help but to provide the bare basics of the interface.
To cut this short(er) I'll leave you with that, I'm simply curious to hear your opinions and such on the question. I think if it is possible, it would make a very useful addition to the TS shader library. |
Post by parva // Jan 3, 2007, 1:46am
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parva
Total Posts: 822
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link (http://www.geocities.com/herbie_west/shaders.html)
Ian Kirkley has made a good SSS fake Shader for Shadermagic. |
Post by Bobbins // Jan 3, 2007, 1:49am
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Bobbins
Total Posts: 506
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Not just possible - but already been done.
Jonathon Koehn had a standalone 3rd party one, and there were ones available for ShaderMagic:
http://www.geocities.com/herbie_west/shaders.html
and (I think) ShaderLab too. |
Post by membrain // Jan 3, 2007, 2:05am
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membrain
Total Posts: 28
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Great... so these plugins are still compatable with TS7 I'm assuming.
Looks like the next step is actualy finding a copy of good ol' shadermagic... PrimativeItch is no longer keeping it up for download.
And... My question still stands with reguards to TS's native shader editor. |
Post by Bobbins // Jan 3, 2007, 2:25am
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Bobbins
Total Posts: 506
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The material editor in tS cannot do this natively. You'd either have to write your own standalone 3rd party shader using the tS SDK or make use of a shader framework which is what ShaderLab and ShaderMagic are/were.
There is no guarantee that the existing fake SSS solutions will work with tS7 as they were not written for or tested with it. They might work or they might not. Somebody would have to try them and see. |
Post by membrain // Jan 3, 2007, 2:50am
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membrain
Total Posts: 28
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I see... so to my understanding, this is not something possible using TS's built in shader (node) editor? I would infact have to write it up outside of TS using the good ol' SDK.?. |
Post by Bobbins // Jan 3, 2007, 3:03am
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Bobbins
Total Posts: 506
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Well, your original question asked if this could be done in the tS material editor, to which the answer is no.
Now you seem to have changed the question as to whether this could be done in the Link Editor in tS7 if I understand you correctly. If that's the case then I would have thought that it is possible, using the SuperLightWorks shader bricks. Unfortunately, I'm not the right person to tell you how, though. |
Post by membrain // Jan 3, 2007, 4:14am
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membrain
Total Posts: 28
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My mistake, I must not have explained myself correctly. I did infact intend to ask with the SuperLightWorks editor in mind.
I'm still trying to get use to the new featurew in v.7, I've been using the previous versions for so long, all the new jargon is kind of slipping my mind :rolleyes:
Just to clarify to anyone else readin, and I'll clarify this above in original post If I can... Im curious if this is possible in the SuperLightWorks editor, and if anyone has any "pointers" or general opinions on how this might be achieved. |
Post by membrain // Jan 3, 2007, 3:29pm
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membrain
Total Posts: 28
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Thanks for sharing the thread. I remember reading a bit of it a few days ago and was not to sure of what was going on in it =)
I'm affraid untill the Developers Manual is released, I'm sort of stuck... I'm gonna keep trying to figure out more of the LWME's features, how to use them, etc. Until/unless I do... I guess this question is still open to anyone who has some further insight. Thanks again to anyone, and everyone. |
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