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Hey eh... What can be done with the mapped phong/metal Vray shaders?
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Hey eh... What can be done with the mapped phong/metal Vray shaders? // Archive: Tech Forum
Post by Leif // May 21, 2007, 6:38am
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Leif
Total Posts: 276
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What powers are hid in these reflectance shaders? |
Post by Jack Edwards // May 21, 2007, 8:43am
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Jack Edwards
Total Posts: 4062
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Ah... the mapped shaders. :)
The holy grail of reflectance and shaderdom... :D :D :D
The answer to your question: EVERYTHING! MWAHAHAHA!!!! (well except SSS)
I've been asking for these since 7.0 came out. Basically it makes it so you can put texture maps in the ambience, specular, reflectance, etc. channels. In other words you can have materials that are shinny and reflective where worn smooth and dull and matte where scratched. ;)
-Jack. |
Post by weaveribm // May 22, 2007, 12:21am
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weaveribm
Total Posts: 592
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The answer to your question: EVERYTHING! MWAHAHAHA!!!!
lol
Ok narrowing it down a bit what can you do :)
Peter |
Post by TomG // May 22, 2007, 6:10am
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TomG
Total Posts: 3397
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Dirty spots on glass. Rust on shiny metal. Moss on rock. Wet spots on a sidewalk. Leaves with dead patches. Skin with burns.
Basically, anything where you have two different materials on the same surface, where the material doesn't correspond to geometry features on that surface.
So if you want rust on a flat sheet of metal, you don't want to start adding geometry so you can paint those faces with a rusty material. Instead you use these shaders and draw the patch of rust in 2D as a texture, and then use that to adjust things like reflectance properties (eg dark patches have low specularity high diffuse, for rust; white patches have high specularity and low diffuse and lots of reflection for shiny metal).
HTH!
Tom |
Post by Leif // May 22, 2007, 7:52am
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Leif
Total Posts: 276
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:)
Yea, I kind of looked for examples in documentation.
Now what about that VRay material library? Nothing particularly Vray'ish about them.. Could there be included at least one of each reflectance shader, with good settings, in library?
Edit:
Reason why I ask is beacuse most people don't know what is under the hood, really. What can be done, how to do it (Im not asking anyone to elaborate here but I do want to make a point of it being a good thing to have in documentation). |
Post by weaveribm // May 22, 2007, 9:18am
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weaveribm
Total Posts: 592
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This sounds very interesting thanks Tom and all
I'm only just now seeing that there's a difference between materials and shaders/textures. I thought everything was a texture goodness me so much to learn. Rust on iron then would be a sort-of texture overlaying a material? Is 'iron' a material (if it was a Library material) or is it a shader I muse, it seems that a 'material' has more properties than a texture. Haven't worked out how everything works obviously :)
Shaders are interesting to me because bitmap textures (in my sort of game, flight-sims) have that annoying aliasing property of textures seen from very acute angles flying low down above terrain, the long thin polygon thing. And why DX9/hardware shaders are so appealing. I'm imagining a cornfield shader. Which presumably could be procedural. Remembering POV when it was all fields through here :)
Peter |
Post by TomG // May 22, 2007, 10:20am
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TomG
Total Posts: 3397
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Everyone uses the words pretty much interchangeably, but technically I think
1. Texture - an image applied to a surface to give it the appearance of some real world material, eg a picture of wood, or brick.
2. Shader - a program / piece of code that calculates how a surface will look. The shader may use textures (ie it works out which bit of your wood image to place on this part on the object surface). Or it may not use textures, it might use a mathematical formula to work it out by itself. It may also use other images for other uses that are not textures as such, eg for deciding on blending between different settings as in the mapped shaders.
Shaders can be of different types- reflectance work out how the surface responds to light; color works out the color only (which then gets passed to the reflectance shader to give the final result); etc.
3. Material - a collection of shaders that work together to give the final look, so you will have color, reflectance, transparency and displacement shaders added together to give you your wood or metal or brick.
HTH!
Tom |
Post by Jack Edwards // May 22, 2007, 11:43pm
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Jack Edwards
Total Posts: 4062
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For Leif:
Mapped Phong shader, no GI or Caustics:
6324
-Jack. |
Post by Leif // May 22, 2007, 11:52pm
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Leif
Total Posts: 276
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Awesome.
Thank you Jack. |
Post by weaveribm // May 23, 2007, 12:03am
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weaveribm
Total Posts: 592
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Thanks Tom!
That's lovely Jack, very Dickensian. It's spring over here and she's looking at the window panes now fully lit by the northern moving sun. Any minute now she'll be giving me the Windolene :)
Did anyone else see that DX10 demo movie with the cowboy ranch and that amazing realtime glass? And everything else at huge framerates too crikey, recommended viewing if you like horses and er, other wildlife with weaponry
Peter |
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