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Gilikshe renders: playing with shaders
Posted: 09 May 2013 06:19 PM   [ Ignore ]   [ # 31 ]
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I really like where this—toon with transparancies is going.  smile

gilikshe - 08 May 2013 09:29 PM

Still WIP

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Posted: 19 May 2013 07:30 AM   [ Ignore ]   [ # 32 ]
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Consider that It is only one layer and base not so complex as previous photoshop experiments. Here all is done with DS shader and UE2 lighting. This is screen layer.

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Playing with shaders

http://www.daz3d.com/forums/viewthread/20283/

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Posted: 19 May 2013 04:58 PM   [ Ignore ]   [ # 33 ]
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Another. Shader output. One layer + plane base, Strong/Hard light. UE2.

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Playing with shaders

http://www.daz3d.com/forums/viewthread/20283/

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Posted: 14 June 2013 05:39 PM   [ Ignore ]   [ # 34 ]
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I need a little ingredient from UE2 light, its parameter __category, if it there is. I can’t find it. Meanwhile I play with some other things, in this case expressions. It is a coarse output, with compose and change in opacity the shadow effect should be more subtle.

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Playing with shaders

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Posted: 18 July 2013 05:18 AM   [ Ignore ]   [ # 35 ]
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That looks really interesting Gilikshe. Kinda reminds me of Street Fighter IV characters, who tend to have a LOT of muscle definition painted into their skin textures.

Would you mind posting the values you used to get that effect? I’d like to know if a similar thing is possible with Visual Style’s ambient occlusion settings.

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Posted: 22 July 2013 06:50 PM   [ Ignore ]   [ # 36 ]
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BishounenTaurus - 18 July 2013 05:18 AM

That looks really interesting Gilikshe. Kinda reminds me of Street Fighter IV characters, who tend to have a LOT of muscle definition painted into their skin textures.

Would you mind posting the values you used to get that effect? I’d like to know if a similar thing is possible with Visual Style’s ambient occlusion settings.

Give me this week to return to work with this and remmember what I did,  It is RSL oclussion function with a step function. Just today the summer holidays begin, but I have still pending homework to correct.

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Playing with shaders

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Posted: 13 August 2013 08:55 PM   [ Ignore ]   [ # 37 ]
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gilikshe - 22 July 2013 06:50 PM
BishounenTaurus - 18 July 2013 05:18 AM

That looks really interesting Gilikshe. Kinda reminds me of Street Fighter IV characters, who tend to have a LOT of muscle definition painted into their skin textures.

Would you mind posting the values you used to get that effect? I’d like to know if a similar thing is possible with Visual Style’s ambient occlusion settings.

Give me this week to return to work with this and remmember what I did,  It is RSL oclussion function with a step function. Just today the summer holidays begin, but I have still pending homework to correct.

Sorry for delay. In oclussion I used:

bias: 5E-05 (very,very small)
samples: 64
MaxDist: 5

I use RSL shader builder oclusion function, I suposse is the same in shadermixer. I hope that you find it useful.

 

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Posted: 11 September 2013 02:43 PM   [ Ignore ]   [ # 38 ]
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New WIP. Shader with plain colors composed with four-step shadows, each color is in a different layer, layer images was from http://www.patterncooler.com/?tag=flower Outli.nes around hearts was and error when I grouped layers, now I work in a version switchs on/off this inner outlines. Ramp in hearts is part of layer images, however I will set ramp functions. Step shadows have adjustable noise.

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Posted: 11 September 2013 10:44 PM   [ Ignore ]   [ # 39 ]
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Interesting 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 September 2013 12:42 PM   [ Ignore ]   [ # 40 ]
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Thanks Gedd.

It appears that forum post need have a certain length, in another way post is not submited.

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Playing with shaders

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Posted: 15 September 2013 08:53 AM   [ Ignore ]   [ # 41 ]
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Very interesting thread. I’m yet to play with shader mixer or builder, but it seems they are powerful tools.

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Posted: 17 September 2013 10:16 PM   [ Ignore ]   [ # 42 ]
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jimzombie - 15 September 2013 08:53 AM

Very interesting thread. I’m yet to play with shader mixer or builder, but it seems they are powerful tools.

Thanks jimzombie.

Yes, they are powerful. Builder more even, you can code your own block from very basic functions. Interfase is hard but you can know what is wrong most of time when you get errors.

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Posted: 24 September 2013 11:21 PM   [ Ignore ]   [ # 43 ]
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Another WIP, less WIP than another, but much work yet

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Playing with shaders

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Posted: 26 September 2013 06:29 PM   [ Ignore ]   [ # 44 ]
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With outlines

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Posted: 26 September 2013 09:31 PM   [ Ignore ]   [ # 45 ]
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I like the last one with outlines. They help make the various parts of the image stand out smile

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