Advanced Member Deadman21 Posted October 9, 2008 Advanced Member Report Share Posted October 9, 2008 Problem solved. It was in mcubes_rt.hlsl like: int i =(int)(Depth * 255.0); When compiling for Geforce 6 and 7 series cards, it becomes: int i =ceil(Depth * 255.0); That causes this issue. So I replaced all "(int)" with "floor"(already done in glsl code) then the problem was gone. akira. usage: Extract the attached file into Shaders folder to replace the old one. I tried it and I still get the circles on my Dell XPS, Nvidia 7950 GX2 card. I have not tried it at home on my Mac Pro Nvidia 7300 card. I hope we can get this working for all cards as well as rendering which does not work as well (I wonder if it is related in some way) Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted October 9, 2008 Advanced Member Report Share Posted October 9, 2008 I was playing with the color cavity of the old shiny skull shader. It matches this girl very well! I'm going to improve PicMat shaders for better controlling the brightness of umbra with ambient slider. akira. Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted October 9, 2008 Advanced Member Report Share Posted October 9, 2008 I tried it and I still get the circles on my Dell XPS, Nvidia 7950 GX2 card. I have not tried it at home on my Mac Pro Nvidia 7300 card. I hope we can get this working for all cards as well as rendering which does not work as well (I wonder if it is related in some way) Sorry to hear that I'll keep on looking for a solution for this. Does these circles appear in GL version too? Quote Link to comment Share on other sites More sharing options...
Advanced Member Deadman21 Posted October 9, 2008 Advanced Member Report Share Posted October 9, 2008 Sorry to hear that I'll keep on looking for a solution for this. Does these circles appear in GL version too? Yes but a little worse. Also again not sure if its related but rendering in gl crashes 3d-coat. Quote Link to comment Share on other sites More sharing options...
Member Ztreem Posted October 9, 2008 Member Report Share Posted October 9, 2008 Sorry to hear that I'll keep on looking for a solution for this. Does these circles appear in GL version too? Yep, Looks the same in both. Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted October 9, 2008 Advanced Member Report Share Posted October 9, 2008 Update for PicMat shaders again (it seems the latest build of 3DC alpha didn't include previous update ) changes: Let ambient slider to control the brightness of umbra when shadow is turned on. regards, akira. PicMat_Shaders_Oct10.rar Quote Link to comment Share on other sites More sharing options...
Advanced Member 3dioot Posted October 9, 2008 Advanced Member Report Share Posted October 9, 2008 Haha, your great. I noticed the darkside bug again and was about to post about it and here you are. Too fast for me. Thanks Akira! I also made my first own picmat shader yesterday evening based on Dave's bone shader but the highlight was much too harsh so i didnt post it. Very easy to do though just like you said. 3dioot PS Also bit sorry to say i still have rings on certain materials. Quote Link to comment Share on other sites More sharing options...
Advanced Member Mantis Posted October 9, 2008 Advanced Member Report Share Posted October 9, 2008 I have done 2 shaders that I used the most often on Zbrush so here are they. They are simple, a clay and grey clay. PicMat_Clay.rar PicMat_Grey_Clay.rar Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted October 10, 2008 Author Report Share Posted October 10, 2008 Ok, really I forgot to include new shaders. But now I have copied to distributive folder. Thanks for great work! About circles - my friend has PC with 6600, I will visit him soon. Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted October 10, 2008 Advanced Member Report Share Posted October 10, 2008 Ok, really I forgot to include new shaders. But now I have copied to distributive folder.Thanks for great work! About circles - my friend has PC with 6600, I will visit him soon. Sorry I wasn't clear, not only the new shaders, but all of the PicMat shaders need to be updated. I've corrected the darkside issue for these shaders in Oct.10 shader pack, please update them, thanks a lot. regards, akira. Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted October 10, 2008 Advanced Member Report Share Posted October 10, 2008 Another skin shader. This shader was sampled in xsi using SSS_FastSkin as it's material, almost default settings. cheers, akira. PicMat_FastSkin.rar Quote Link to comment Share on other sites More sharing options...
Member Sethren Posted October 10, 2008 Member Report Share Posted October 10, 2008 These are very nice. They remind me of some of the environment maps i am making for Genetica 3 but that is all HDRI that shades the surfaces. Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted February 12, 2009 Advanced Member Report Share Posted February 12, 2009 [unofficial] New shader: Cook-Torrance Finally I've got some time to make shaders . I've implemented the well known Cook-Torrance shading model in 3DC, most of the time I just copy and paste the shader code described here: http://wiki.gamedev.net/index.php/D3DBook:...)_Cook-Torrance Installation: Extract this file into 3D-Coat-3-00-ALPHA\Shaders\Custom, it will create a folder named "Cook-Torrance" Usage: 1. Use the "red channel" of foreground color to control "roughness" 2. Use the "green channel" of foreground color to control "reflectance at normal incidence" 3. Use "background color" to change diffuse color value. 4. Other sliders act as their default function. Some examples: Have fun!! akira. Cook_Torrance.rar Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted February 12, 2009 Applink Developer Report Share Posted February 12, 2009 Thanks so much. I'm excited to play with your shaders. It is really nice shader. I really like how you can control the shader quite well. Where we can found all the function that we can use to control our shaders. Like in this example BackColor would be perfect to control Spec color, but right now it is sacrifed to control spec intensity. can I ask you what Vdir and N means in the code? Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted February 12, 2009 Advanced Member Report Share Posted February 12, 2009 Thanks for the feedback, I've added control to specular color, please download this v2 file to overwrite old ones. Take a look at the picture below for a better explain of the controls. akira. Cook_Torrance_v2.rar Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted February 12, 2009 Applink Developer Report Share Posted February 12, 2009 Hi! nice update. The 3d-coat GL version there something wrong because when press increase resolution button it creates black circle. It's like toon shade which is nice but I don't think it is planned and if you hit increase gain the black cirlce gets bigger.Also in DX mode when you press increase resolution it dosen't work correctly anymore. It seems that how far camera is from object effect on this behavior. Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted February 12, 2009 Advanced Member Report Share Posted February 12, 2009 Ok, solved the problem about black circle in GL version, please update files again and thank you for testing. But I can do nothing about the clamped highlight problem now, it's because the view angle of camera(FOV) is set too high when increasing resolution, it will be solved automatically the time when Andrew let us adjust FOV ourselves . Current walk around is to view in ortho-projection mode if you want to see the correct result in close-up view. akira. Cook_Torrance_V2.01.rar Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted February 12, 2009 Applink Developer Report Share Posted February 12, 2009 Thanks! I have found an interesting problem. If you create two layers and in both layers there is sculpts that are using your shader. You can change spec intensity by indivitual layer, but when it comes to diffuse color(backcolor) it is the same to both layers. Is is maybe how the program works. Or can you change your shader code to fix it. Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted February 13, 2009 Advanced Member Report Share Posted February 13, 2009 Thanks! I have found an interesting problem. If you create two layers and in both layers there is sculpts that are using your shader. You can change spec intensity by indivitual layer, but when it comes to diffuse color(backcolor) it is the same to both layers. Is is maybe how the program works. Or can you change your shader code to fix it. I'm afraid I can't fix it. Hey Andrew, can you please store BackColor individually for each node of the voxel tree like you did for CurrColor? I think it is the only way to solve this problem. akira. Quote Link to comment Share on other sites More sharing options...
Advanced Member kay_Eva Posted February 13, 2009 Advanced Member Report Share Posted February 13, 2009 thanks akira! Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted February 13, 2009 Advanced Member Report Share Posted February 13, 2009 The new texture shaders have been alot of fun to play with. This is what I have come up with so far. Textures are from CGTextures.com Attached is the modified texture shader with tree textures. 2 seamless textures, one for top/bottom and one for sides. Txtr_Tree01.zip Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted February 13, 2009 Advanced Member Report Share Posted February 13, 2009 Thanks for the shaders akira. Hopefully we can eventually have the ability to create gui's for shader options. Quote Link to comment Share on other sites More sharing options...
Advanced Member lc8b105 Posted February 13, 2009 Advanced Member Report Share Posted February 13, 2009 Thank you akira, very useful shaders. But I got unable to complie erro on Mac: Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted February 13, 2009 Advanced Member Report Share Posted February 13, 2009 Thanks for testing on Mac lc8b105 Please try this V2.02 update to see if this problem has been solved. akira. Cook_Torrance_V2.02.rar Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 13, 2009 Author Report Share Posted February 13, 2009 Wow! x N Thanks Akira for implementing this! I will add shaders options soon. There will be scale and several custom fields. Also I am thinking how to add small relief (normalmap or bump) to textured shaders. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted February 13, 2009 Applink Developer Report Share Posted February 13, 2009 This is good news. Thanks Andrew. I like this forum because you only hear good news. Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted February 13, 2009 Advanced Member Report Share Posted February 13, 2009 A naive question about shaders from a non Zbrush/Mudbox guy: I see that those are useful for an attractive realtime-display and allow for good -looking work in progress renderings. Glossy shaders can help to judging if smooth areas are already smooth enough and rough/ dull ones can give us indication when we don't need to spend more work on certain areas. But that are also their limits, right? Or is it common practice to make the actual texture from a custom shader by painting it directly onto the mesh and fixing the seams of the box-projection. What I basically would like to know - are they just display-helpers or can they do more? Thanks, Holger Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 13, 2009 Author Report Share Posted February 13, 2009 It is mainly visual feature. BUT. Now there is "Quadrangulate and paint". There is only one step (2 days of work) between shaders and dropping rendered result from multiple views to painting mode. Algoritm to be used: Render mesh in some projection, bring points from projection to texture (weight is more for forward - oriented faces), repeat this step from multiple projections. But of course it are dreams... But they can become real... Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted February 13, 2009 Advanced Member Report Share Posted February 13, 2009 It is mainly visual feature. BUT. Now there is "Quadrangulate and paint". There is only one step (2 days of work) between shaders and dropping rendered result from multiple views to painting mode.Algoritm to be used: Render mesh in some projection, bring points from projection to texture (weight is more for forward - oriented faces), repeat this step from multiple projections. But of course it are dreams... But they can become real... That again... sounds very interesting indeed... Quote Link to comment Share on other sites More sharing options...
Advanced Member lc8b105 Posted February 13, 2009 Advanced Member Report Share Posted February 13, 2009 Hi akira, Don't know if it is hardware related, but I still got erros... My MB pro is : Intel Core 2 Duo 2.53 GHz Memory: 4GB NVIDIA GeForce 9600GT with 512 MB VRAM Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.