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Gilikshe renders: playing with shaders
Posted: 10 April 2013 01:48 AM   [ Ignore ]
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I’m complete fascinated with the power of shaders to improve the scenes’ look. Shader builder or shader mixer are excellent tools, saving money (until you become addicted to seamless resource packs :D) and giving flexibility in any render work. With an new PC which can support DS4.5, I feel that it is the moment to seriously try to advance in 3D. So, I go to use this thread to set my renders advances and general shader projects. Any opinion, advice or in deep criticism will be welcome, because these are a base to learning.

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Playing with shaders

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Posted: 10 April 2013 02:05 AM   [ Ignore ]   [ # 1 ]
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My first project in shaders is a toon shader. I began with very plane toon idea, but playing with UberEnvironment lights just give to this a interesant touch.

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009.png064.png065.png046.png
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Posted: 10 April 2013 02:40 AM   [ Ignore ]   [ # 2 ]
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Nice. I really like the bottom one where shes got her fist in the air.

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there ain’t nothin’ to do ‘cept take naps and wait patiently for death!


Autonomous and Illuminated Unity of Territories

the Unimportance of being Bunny

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Posted: 10 April 2013 05:22 AM   [ Ignore ]   [ # 3 ]
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Yes, I like the top right and bottom left ones smile

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Just because I may have a strong opinion doesn’t make it any more (or less) correct than any other, just that I feel passionately a particular way at that moment.

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Posted: 12 April 2013 04:28 PM   [ Ignore ]   [ # 4 ]
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Playing with another configuration of UE

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01.png
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Posted: 13 April 2013 08:21 AM   [ Ignore ]   [ # 5 ]
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It’s great to playing with shaders.

breathalyser

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Posted: 15 April 2013 01:02 PM   [ Ignore ]   [ # 6 ]
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Dire Bunny, Gedd and Mamun771601, thanks for your opinions smile

Another thing to work is hair. With new hair type like LAMH and Garibaldi we have now the option to use more dinamic styles. My only problem is the outline part of my shader, this is weak in the hair. PWToon work better, but render time is too much long for a simple toon look. This an example with pwtoon in belovedalia LAMH hair and my own toon shader in the others surface.

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LAMH08.png
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Posted: 18 April 2013 03:35 AM   [ Ignore ]   [ # 7 ]
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More play with UE mixing with others lights and camera with DOF.

Edit: Now examples with sky-environment corrected.

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08.png13.png15.png19.png18.png
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Posted: 25 April 2013 02:00 AM   [ Ignore ]   [ # 8 ]
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A WIP. Trying with toon and transparencies.

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Posted: 01 May 2013 04:42 PM   [ Ignore ]   [ # 9 ]
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Another little experiment with composition, I’m searching for a nice look for above WIP.

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compo1.pngCompo2.png
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Posted: 01 May 2013 05:06 PM   [ Ignore ]   [ # 10 ]
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Is this last one a toon shader output, no post?

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Posted: 01 May 2013 06:01 PM   [ Ignore ]   [ # 11 ]
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It is a composition (post) in photoshop layers from three DS4.5 shader toon outputs.

First image is toon plane output used in both two compositions.
Second is lighting “toon” output for first composition, setting layer like darken at 71% of opacity.
Third is lighting “toon” output for last composition,setting layer like Luz Intensa (Light Intense?) at 100% of opacity.
Fourth is a version of first image with some shadow, setting layer at 37% of opacity.

This four image are version from the same shader with differents values, using ubersurface light.

I hope in the future achieve this procedure in shader builder for a direct shader without postwork aid.

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plano.pnguber4.pnguber.pngplano_cover_0.2_.png
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Posted: 01 May 2013 06:04 PM   [ Ignore ]   [ # 12 ]
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Gotcha. Well if you can’t do it all in shader builder, if it follows a standard format, or formats with some variations that could be narrowed down, you could always make a script in Photoshop to automate the post

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Posted: 01 May 2013 07:33 PM   [ Ignore ]   [ # 13 ]
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Gedd - 01 May 2013 06:04 PM

Gotcha. Well if you can’t do it all in shader builder, if it follows a standard format, or formats with some variations that could be narrowed down, you could always make a script in Photoshop to automate the post

In DS4 mix layers is easy, opacity appear to be possible with macro “opacity”. I also need good recipes for darken and other layer types, and see if it works in DS4.

In case it cause me gray hairs without results, make it with scripts in photoshop is a great advice. smile

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Posted: 01 May 2013 07:44 PM   [ Ignore ]   [ # 14 ]
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Another, first, obtained by add the second to composition with opacity, blur and a layer type which I don’t know translate to english :(

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Compo5.pngresalte2.png
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Posted: 01 May 2013 09:56 PM   [ Ignore ]   [ # 15 ]
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NOTE: Only images since # 9 are postwork. From # 1 to # 8 are a direct output in DS4 from shader.

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