COMING SOON - D3D Ultra Shader with D3D passes

Dx Shaders, Vray Materials, LW materias,Textures and more..
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COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

EDIT:

Latest update: 4.0 - 08.10.2014

Download

Image

--------------


With Stan's and Prodigy's help and scripts, I've created an ultra shader for different passes I usually need to composite my images better, all rendered in realtime with the DirectX viewport of trueSpace.

Once I have the go ahead from Stan and Prodigy, I'd like to share these, along with my Normal Light setup and my AO light setup to go with the respective shader.

The shader and pass script will only work with Object Instances - which is in the Material Editor -> Advanced options.

Here is a preview of the upcoming passes, which will come in very handy with compositing special effects, controling specular highlights, or adding AO without any render times.

Depth
Image
Specular
Image
Normals
Image
AO
Image
Beauty
Image

Stan was kind enough to help me out with a script that would help me select all nodes I need to swith over the shaders - and Prodigy has had a Power DX Shader which I based the current D3D Ultra Shader off.

Features
-Image or solid colour based textures and full UV control
-Ambience and Diffuse control
-Specular and Diffuse maps with full UV control
-Dual displacement maps: one with full UV control, positive and negative mutiplicity; and the other with positive and negative mutiplicity and tiling
-Irradiance
-Fresnel based environment reflections, including transmission and full UV control
-Texture transparency with Alpha Test controls toggled with Bacteria Alpha transparency: plain and with texture (NEW! to Prodigy's Power DX Shader)
-Pass ready: Beauty, Lambert (AO Light Rig ready), Normal (Normal Light Rig ready), Specular, Depth (with 100, 200, 400 and 800 depth distances)


To do:

-Create a Matte/Mask pass and shader settings.
-Create Ambient pass - to help with the AO composite? Ambient * AO + Diffuse(Beauty)
-Test Passes and shaders on objects with multiple instances of the shader on the same object (or on a fix to do that)
-Clean up shader (to make it lighter and quicker to load, rename unintelligible items)



The downside with this is keeping an eye out on the material name ("D3D material") and have it as an Object Instance. Another downside is you can't render each pass automatically, one has to D3D render it one by one - but small price to pay at the speed each pass can be rendered.

I am looking forward to releasing these sets of scripts, shaders and light rigs soon.
Last edited by Draise on 08 Oct 2014, 17:10, edited 2 times in total.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by v3rd3 »

Awesome Draise... a wonderful effort
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by clintonman »

That looks real nice. What do you use to composite, Blender?
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Thanks guys. And yes indeed! I use Blender composite nodes. They do everything I need, minus the time it takes to crunch my sometimes 100 node trees. I plan to try out your composite nodes in the LE, but the DOF didn't seem to be as good a quality as I'd like. But it seems probable to do similar things and effects!
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Cellulo »

Nice work Draise, thanks to share this with us.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Update!

-Included and modified the scripts to support 5 materials per object.



-Included 4 settings for Zdepth (buggy, but works)

An error that I am not sure how to fix: I have scripts for changing my Zdepth, buuuut when I have it set for more than one material node value change, I get a script error in the recursive select script .It works, does the job, but also pulls an error from the Recursive Selection script Stan kindly made for me.


-Included a matte pass (+ Matte tab to change matte colour)

-Fixed Displacement Normal Map input

-Fixed Texture transform control


But other than that, it works. Only that one script error every time I change the Zdepth values.

I think I'll release this version, with the shader and light rigs, once I create them and set them up for what I want (low quality, mid quality, high quality preset buttons for my AO rig). Maybe a save/export current light setup, and one to import them again. Not sure how to do that....

Stan kindly shared with me a script to import and export a light setup, but unfortunately my Light rigs are not compatible.

I may also create a Normal light rig to use - or a library that you can use so it can import/delete to aid with the pass setup.

Then I'll make a tutorial after I finish making my Tiki, which is due in a week! *gasp*.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Image

Update!

-Added Light save function, and import function (uses typed string names from a personal Light Library - which will be included with the passes)

-Added AO quality controls (lower quality, default quality, higher quality - shadow settings only)

I tried to use some basic maths to keep the shadow bleed fairly similar each iteration of quality. Works.

-Added Save AO Settings control (saves any modifications of your AO light rig as the default every time you change the pass in any future moment)

-Added Default AO control (resets quality to default, all settings - thus you can save this for later if you want)

-Added Normal Light load when switching to Normals pass (removes import lights)

-Added Shadow Pass (basic lambert with import lights)

-Added automatic import light load on Beauty, Depth, Matte, Specular and Shadow pass (relative to your light import that you choose)

-Added warnings to the error I have with the Depth pass Zdepth changer.

Those scripts only work on the first object, any others will not.



I hope you like the update, it's becoming quite powerful, and I'm very happy with it, but if only I could figure out.. what's going wrong with my zdepth script..? But I think... I have no clue. But now I have lights included with my pass system, automatic, with option to import other lights from the library (though I'd have to type the name). Would anyone have any idea how to create a drop down list from items in a library?
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by clintonman »

Here's a couple of scripts from my toolbar tools. Maybe it will help with the populate a list from library.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Thanks Clinton, I'll take a look into that!

Thanks to Stan, I have created radial buttons and an intensity slider for controlling the depth.

Stan has helped me a lot with this one, I could not have done it without him.

Image

So updates:

-Cleaned code and scripts, now more than half the size and twice as fast.
-Cleaned the shader, smaller and more streamlined
-Added working depth controls (100, 200, 400, 800 and custom - hit "Change Depth" to apply)

Next steps:

-Create an internal Script library for my pass based lights (instead of saving them in external libraries),
-Save custom lights to default light library (currently it's in a custom folder)
-Create a button to load the pass panel
-Create a plugin-install/uninstall, custom script

So questions are.. how do I make an install script? And how can I copy, or call nodes embedded in the Custom Scripts folder within trueSpace?
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Just tested it in a small production, works well!
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

UPDATE

I have created an installer, creates a button, and puts the script into the Custom Scripts folder. The button calls the panel, and it's all ready to use. I have been very busy trying to find second jobs to stay afloat financially, and been busy changing my sleeping patterns to do this... so been too caught up to work on this! But. I haven't forgotten it.

So.. I have an installer and button, but no uninstaller yet. The only thing is... the Custom Light Library that I have. I need to figure out how to copy to/from then delete nodes from the script folder to the actual script. I will study more install scripts for some hints. Then I will put the saved light setup in the default Main Library>Lights library.

So, ver 3.5 with a button is ready.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Saul has been kind and is now supporting my development of this. Soon I'll release a version I am happy with.

I am also stewing up ideas as to how I can automate layers also, or a bounding box display script (the view port does not have this, and I think it will be handy for future systems).

I also am stewing up ideas for making expressions, connecting the matrix values of joints to drive morphs or other objects, for example - but using Jscript.

But these things may not be relevant to this script.

UPDATE:

Installer and Uninstaller complete.
New button icon
Automatic installation of the light rigs
Fixed light rig import object type error
Updated Light library to reside in the default trueSpace Light library

TO DO:
!IMPORTANT - Fix error when switching from Depth to Beauty pass (black shader)
Create a drop down list with a populated light library to ease the light import process
Create tutorials on how to use it - install, uninstall, export, import, AO settings, etc
Create tutorials on how to use the passes in Blender to create some cool compositing effects
Upload tutorials and plugin to my website and here in the forums
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

clintonman wrote:Here's a couple of scripts from my toolbar tools. Maybe it will help with the populate a list from library.
I am digging into your scripts, and I'm having trouble making them work.

Also, trouble trying to get them to populate with RsSlght instead of RsObj.

So I have an error right up, and I find the list is predone in the buttons, with a list made up already - it's not behaving dynamically thus far.

So.. I am wondering how to make this work.. I need to study more.. might take me a while to do this on my own nearly from scratch, or to understand how your scripts work.

But first and foremost, with Clinton's scripts I do have a large problem which may be making things not work:

Image

Also, when trying to load anything, TS will crash. :?



I wonder where some other examples are, so I can work it out from there...????
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by clintonman »

Here's the function script node from the toolbars script.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Oh great, now it's working. Now to just make it work with importing/exporting lights. Thanks!
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Update ver3.8

Stan has helped me yet again with what I needed. Thanks!

Image

Image

Updates
-Dropdown selection list for light library with refresh and import button
-Updated import script for light library
-Fixed Beauty pass switch error
-Updated info
-Updated interface
-Updated Install scripts (thanks to Stan): now installs D3D Ultra Shader and lights from installer
-Updated uninstall scripts to delete button and scripts, leaving a residual reminder script to manually remove what's left (extra buttons and library items)


To do:
-Find and apply a way to delete items from a library via script
-Apply Stan's recursive select to delete all buttons in all toolbars
-Create Tutorials and my personal website for the script...


I certainly hope Stan releases his Named Selection Script soon! It's VERY good. It kinda got inspired by this project, and in part, is used in this pass script - and it was a pleasure to try develop things with him, even with my noobish skill set.

Try it out now, the installer contains the lights needed. It also installs the D3D Ultra Shader for use immediately. On top of that, well, a button to open the panel and use the passes to please.

Download Ver 3.8
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Cellulo »

Thanks Draise and others contributors to make this, it's awesome work, just one question, this shader can work only in 7.61 full and 7.61 std ?, i'm right ?,
7.6 is not supported ?
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Steinie »

I also have a question. Will this effect any existing lights I already have installed? (Stan's LightMaster)
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by trueBlue »

Where is the Pixar button? I am scrolling zooming but and I can not find it.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by stan »

Bob, it should be ok with lightmaster installed but Draise's lights themselves are not compatable with lightmaster.
Cellulo, 7.6 is not supported. I don't know if 761 std is either.. no one tested it.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Hehe, pixar? 8-)

It should not affect existing light setups. Just don't forget to save it then import it again! Hmm.. maybe I should update that script so it doesn't erase the current light setup - considering it's somewhat scary to see your light disappear when you save them!

I tried it in 7.61 standalone Rosetta, works like a charm. Well I did find a bug, which I need to work on to fix. I might need to create a "reset all" shaders incase things don't switch properly.

I tried it in a heavier scene, it is.. quite intensive sometimes, if there are alot of shaders/objects. But I think this is true of anything in the WS, think game engine optimization tricks of the trades apply to get what you want efficiently in the viewport.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Saul »

Hi Draise
i get these errors when clicking higher quality and the reset button:
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

What pass were you in? I think you need the AO pass loaded in order for them to take effect..

The AO light pass can't change it's settings if in another pass.. hmm.. I'll have to think of a workaround. Maybe a placeholder - so we don't get those errors.

Added to the to-do list.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

UPDATE ver 3.9

-Fixed AO Pass control errors when other passes activated. Now a prompt is displayed instead of an error.
-Fixed Default AO Settings script to import lights only when in AO pass - it used to import AO light rig with other lights regardless of pass
-Changed interface for AO controls - now more logical
-Added Shader Reset button - useful for resetting shader to accommodate new material instances while in different passes without having to change the pass with lights - a workaround.
-Added Stan's icon remover script and updated the uninstaller - thanks Stan!
-Fixed the uninstaller to only Uninstall Script - to optionally leave buttons and lights and shader for later - but replaces the script with a placeholder with option to remove all later on (accessed through the button).
-Added Uninstall All (lights, shaders, buttons and scripts)

Download HERE

To do:
-Create Reset Shaders per pass (not just for the Beauty)
-Create tutorials
-Upload to personal site
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Found out that my 3.9 version has badly aligned images - incorrect images really.

I also found out that using the Shadow pass only is good for like "shaderless" system - runs quickly.

I have also found that beauty pass painting is very slow if your computer is not up to it.

I haven't had much time to work on it, but I will release the 4.0 version shortly!
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Update! 4.0

DOWNLOAD

Image

-Added Per Pass reset buttons (red buttons)
-Slimmed down default shader with lighter normal maps, lighter shader load
-Slimmed down default AO light right for slower cards
-Fixed minor interface layout error
-Fixed interface image alignment error

I will create a new thread in the repository once I have created some tutorials to accompany them.

But just so you know:

!
-Don't forget to save your light system BEFORE using the passes - and then have it selected in your import list.
-The red reset buttons on the left per pass only reset shaders - not lights. This is faster than switching passes - for example when painting in a shaderless pass with new a shader, and you want to reset the applied material to shaderless, or switch all to just specular without having to reload your lights - and so forth.

-The pass buttons will reset the shaders AND light sources also. This may take longer to load depending on how many shaders you have and light sources.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Cellulo »

Thanks Draise.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Thanks!

I found out that the Beauty reset doesn't work, so will have to fix that.

Another thing I forget to put into my to-do list is to create a translucent light shader with the pass system, AND a backlight scatter shader, and maybe a blinn version too, or even an anisotropic version. There are a number of shaders that need to be ported over into a pass system. I need to make a list, and find out what I want. I also need to re-do some of the transparency controls of the shader, as they seem to be broken. I can't get solid transparency to work - only bacteria and textured. And the controls are very confusing.

But in general, it will be good to get atleast one or two of the SSS or translucent real-time shaders ported over and the leafy backscatter version also.

So.. to add to the to-do list:

TO DO:
-Fix Beauty reset button
-Create Translucent or SSS shader for passes
-Create Anisotropic shader for passes
-Create Backscatter shader for passes
-Create Blinn/Phong shader for passes? I think the Ultra Shader already is a blinn/phong.


I guess it is in demand to create a number of flexible pass ready shaders for quick renders - based off many that I like and use - worthy of Lightworks - without radiosity - in mere seconds! And once you get that sorted, you can bake many things into it from Blender, including artificial GI and AO and the like - for real-time fun.

I will have to create some tutorials for that.. I really do want to create tutorials... I have no idea where to begin.

What are good screen capture apps that don't eat much CPU or vidram for free?

I found TS to really really really really work overtime if your images are not square nor at multiples of 4. Like if your image is any number outside of 64x64, 128x128, 256x256, 512x512, 1024x1024 or even 2048x2048, things can run VEEERY slow.

So good gaming texture practices are in high order to use the pass shaders efficiently.

So, more to do! More coming up, and hopefully some good tutorials to bat.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Cellulo »

I need to re-install trueSpace workspace to test your shader, i see in your to do list the SSS shader, it's possible to make SSS in real time in trueSpace Workspace or it's fake SSS ?

And about the beauty button name, i think it's better to rename it in "Diffuse" because it's the general term in 3D texturing, it's only a remark :roll:, thanks for this shader.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Cellulo wrote:I need to re-install trueSpace workspace to test your shader, i see in your to do list the SSS shader, it's possible to make SSS in real time in trueSpace Workspace or it's fake SSS ?

And about the beauty button name, i think it's better to rename it in "Diffuse" because it's the general term in 3D texturing, it's only a remark :roll:, thanks for this shader.
Oh? You don't have trueSpace 7.6 installed yet? Let me know how it goes with the installation!

The SSS is a fake one (not calculated with rays), like one you'd find in a game engine. I have three different model or designs that can be worked with - but they work - maybe they could be improved. Technically one can work with HLSL for translucent shaders, so any GLSL ones out there in the market could be ported into trueSpace DirectX9, well to a degree I suppose! (I do not know HLSL though)

Concerning the Beauty as diffuse.. Good point. I did want to make a "diffuse" pass and a "ambient" pass - diffuse being color without specular nor ambient - no secondary rays - and an ambient pass, no specular and diffuse. But decided to keep them all combined as a "beauty" pass.

I guess depending on the render engine - "diffuse" pass would be the primary rays principally, and then there would be secondary rays calculated in other AOV's or passes. Since the DirectX9 aspect of the viewport doesn't work with rays, there are no diffuse rays. Only specular and ambiance and diffuse textures all in one.

I do recall "diffuse" terminology is more of a texture format; but for rendering, diffuse referred to ray type. And due to this plugin/script being a "rendering" system, I thought it appropriate to name it as the "beauty" pass - as that is the name for all ray types calculated together - or as in a final composite.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Here Cellulo!

Image

This is an example of SSS in realtime. Not amazing, lots of artifacts, but it can work for a number of cool things, if you know how to use it right.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Image

Here is another example, a wax blob showing shadows and multiple light sources working in real-time. Can't believe this stuff is 5 or 6 years old! COMING SOON to D3D passes near you!
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Cellulo »

It's incredible these renders in real time, very beautiful and thanks for the explanation about beauty, diffuse and SSS , yes you are right Draise, it's me i'm wrong :oops:, keep the beauty name it's better for this case. Next version is 4.1 ?
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by spacekdet »

I pushed the 'beauty' button but I don't think it's working.
I'm still-plug-ugly!
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Finis »

spacekdet wrote:I pushed the 'beauty' button but I don't think it's working.
I pushed the 'ice cream' button ... no ice cream.
I prefer dangerous freedom over peaceful servitude. -- Thomas Jefferson/Jean Jacques Rousseau
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Cellulo wrote: Next version is 4.1 ?
Ah, yes, it would be. Still need to iron out some of my queued jobs before I can focus on that again, but will keep at it!

I should make an "Icecream" plugin thing. he he.

About the ugliness.. Um.. my scripting abilities aren't that good!
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Steinie »

Is this one up to date with the error fix?
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Which.. error?

A pass switch error has been fixed. Now if you change the AO light settings in the wrong pass, it won't cause an error but notify you that you have to be in the AO light pass. It's up to date on my mediafire.

I haven't worked on porting over other shaders yet, or making light shaders instead of the "Ultra" shaders, but little by little.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Prodigy »

Truespace is/was a great software.. made by very smart people.. the problem was just the vision..
๑۩۞۩๑ prodigy ๑۩۞۩๑
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Image

SNEAK PEAK

Backscatter SSS Ultra Shader with Cutout Alpha, Normal Map, Reflections and Incedence settings! Works with my slightly updated D3D Passes. Took me all afternoon getting it...

:D :D :D
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

Released a new version with a new included shader the D3D Ultra Shader.

I made it off a fern backscatter shader I had in my library. I don't remember where I got it from, but I should give credit. It came with a whole host of awesome realtime shaders - credit is to where credit is due!

Thanks Prodigy for the base scripts, for the unknown on the Fern Back Scatter, and most definately to Stan Gordon for the huge help on the scripts for the passes and to Saul for supporting the development.

I'll work on more shaders when I need them! Now I know what the workflow is, and know how workspace materials work. Man it's heavy stuff, but it's.. powerful and beautiful.

Now I can have trees and grass and feathers and paper and things with my passes in trueSpace.

I made this shader because I need it for my wings. Now.. to model the last wing.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Draise »

UPDATE

Coming soon,a new SSS shader, based of the Translucent Light Shader, but with added reflection map, specular map controls, ambient map and ambient control with dual normal map. Fully compatible with the D3D passes.

I've been wanting to do this a long time now, and I'm happy to say that I've done most of the work to use it.

I needed to make a crystal wing, and knowing crystals, you need reflection and SSS, and some other attributes. I will have to sacrifice refraction and raytraced reflection. But hey! They look fine for real time.
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Re: COMING SOON - D3D Ultra Shader with D3D passes

Post by Cellulo »

Cool nice work Draises !

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