great job andy!

so how was the workflow of making the shader? did you use all softimage gui
and the shader code editor? did you use an external editor and kept re
instancing the node? or did you use mental mill text/graph editor and
output .msl from there to use in softimage?

s


On Tue, Feb 12, 2013 at 12:06 PM, Andy Moorer <andymoo...@gmail.com> wrote:

> I tried out Gustavio's clever approach and it works, but on my machine at
> least it doesn't appear to be behaving quite like a true MatCap, in that
> the results seem to be in object space as opposed to camera space (but I've
> got a weird graphics card so it might just be me?)
>
> Plus I didn't like having to use it as an environment map. So I went into
> Mental Mill and mucked about, only to realize that all the metaSL shaders
> mental mill is built on are now in softimage.
>
> In essence, mental mill is now (effectively) in the rendertree for all
> softimage users.
>
> Cool!
>
> But I wanted a "fire and forget" solution for MatCap shading, so I
> hunt-and-pecked my way through writing a metaSL MatCap shader directly.
>
> It seems to be working fine on my box, but I'm a pretty crap shader writer
> so I would appreciate any suggestions for improvement from any gurus out
> there.
>
> *You can find it here* - http://andy.moonbase.net/archives/1037
>
> Cheers - AM
>
>
> On Fri, Feb 8, 2013 at 12:49 PM, Andy Moorer <andymoo...@gmail.com> wrote:
>
>> :)
>>
>> Although I wouldn't be surprised if that real time shader was too archaic
>> to run properly in the 2013 viewport... If that's the case, it shouldn't be
>> too difficult to make one even if you aren't a shader guy, using the
>> newly-released and free mental mill 1.2 (why they just released an update
>> to a supposedly deprecated tool I have no idea, but what the heck.)
>>
>> On Feb 7, 2013, at 3:51 PM, Ed Manning <etmth...@gmail.com> wrote:
>>
>>  http://andy.moonbase.net/archives/651
>>
>>
>> On Thu, Feb 7, 2013 at 11:19 AM, Dan Yargici <danyarg...@gmail.com>wrote:
>>
>>> That's a great find Gustavo - thanks!
>>>
>>> DAN
>>>
>>>
>>> On Thu, Feb 7, 2013 at 5:59 PM, Gustavo Eggert Boehs <
>>> gustav...@gmail.com> wrote:
>>>
>>>> Hi Dan,
>>>> The MentalRay equivelent of a MatCap would be a mirror ball (or a
>>>> grayball for shooting FG rays), they are part of the production library so
>>>> in SI you will see this shaders are named Mirror Ball (mip) and Gray Ball
>>>> (mip). Since the latest release of SI (with the HQ viewport and all)
>>>> nVidias's MetaSL library comes bundled in. In it you will find MetaSL
>>>> versions (which, for the most part, can be displayed in realtime through
>>>> HQV) of most MR shaders, including the mirror ball.
>>>> You will find the shader you want under MetaSL - Environment -
>>>> Map_Ball. Unlike the MR version, you cant plug this shader directly to your
>>>> surface, so you plug it in your enviroment and plug a completaly reflective
>>>> material for your surface shader.
>>>> For some reason the enviroment texture was not being degamma-ed, so I
>>>> have plug a colorcorrection in its output... anyways, the result is pretty
>>>> close to the rendered versio, outside some pinching that I have no idea
>>>> were it is coming from.
>>>>
>>>> Best Regards
>>>> --
>>>> Gustavo E Boehs
>>>> http://www.gustavoeb.com.br/blog
>>>>
>>>
>>>
>>
>

Reply via email to