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Realsoft Forum • View topic - New materials

New materials

Moderator: Timo

Postby Timo » Friday 24. November 2006, 11:31

Here's a little proof-of-concept material; unfortunately it's way too slow for real use.
***edit***
You can use default mapping if you set the mapping object's mapping type to camera. For some reason the CoC texture flips around and points wherever... I think the fault is in map x and map y that I use for the ray origin offsets.
***edit2***
Duh, ofcourse it flips as the rays cross...
Attachments
DOFtest.jpg
Note the pentagonal bokeh effect.
DOFtest.jpg (43.46 KiB) Viewed 2187 times
DOFTest.zip
Focus is the same as camera focus, blur has something to do with aperture in meters, RayCount is self explanatory. CoC texture defines the bokeh shape.
(25.87 KiB) Downloaded 149 times
When it is darkest, men see the stars.
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Postby Timo » Friday 24. November 2006, 13:26

Here's an updated project, it now uses default mapping and the rays actually leave from the camera location, not the plane. The focus distance is choreographed to the camera's focus, so you can use the camera without worrying about the DOF. Now if only I could figure out how to get the proper blur amount from the camera...
Attachments
DOFTest.zip
(26.32 KiB) Downloaded 153 times
When it is darkest, men see the stars.
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Postby Timo » Friday 24. November 2006, 14:50

Few more changes:
    uses cross product of surface:ray and map y as x axis
    blur can be set on x and y axis
    support for color CoC images
Attachments
DOFTest.zip
(30.34 KiB) Downloaded 169 times
When it is darkest, men see the stars.
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Postby Boris » Sunday 26. November 2006, 16:56

:yourock:

the new SSSish is really great. Thanks a lot!

Here is a rendertest where I exagerated the sss-ish effect.
Attachments
bum_sssish.jpg
bum_sssish.jpg (21.75 KiB) Viewed 2111 times
Bye
Boris
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Postby vesamesk » Tuesday 28. November 2006, 12:16

Wow, great indeed!

Timo, if you have got ideas about new VSL features, which will make SSS or other
advanced shaders of yours quicker / more accurate , just let me know! I'll do my
best to include them in v6.

Best regards,
Vesa :P
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Postby Timo » Wednesday 29. November 2006, 06:12

The biggest problem with SSSish is that it's a total hack: I have no idea how to implement something like one bounce SSS in Vray, simply because I have no idea what the algorithm is.
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