2008/4/22 Frank Brübach <[EMAIL PROTECTED]>:
> Hello again... first of all: See the good work!!! 
> "http://rs-forum.the-final.com": GOOD LOOKING FORUM and GREAT WORK TO 
> MATTHIAS and BORIS! :-) to change the realsoft 3ddart.org forum. Hope this 
> site cannot cracked by spam mail and crazy people, they are trying to damage 
> this important realsoft forum. -
>
>  - Next little picture of my little work in progress... glass and 
> watertextures with vsl and perhaps some day "ice" too:-)
>  The rendering times crease to 4:02 min., four different vsl textures, but 
> the aim should be to get it into one vsl texture, if possible...
>
>  Question 1) the rendering times will reduce handling with only "one vsl" 
> texture combining all properties?
I'd imagine so, especially if you can cut down some operations that
the materials share.
>
>  Question 2) the vsl wizard shows only "color", "transparency", "bump map" 
> and so on... Why it isn't possible to get all properties in the "vsl wizard" 
> of the objects? Perhaps a "tree structure" will make sense! ? ;-)
That's what you see in the advanced mode. There's only so much you can
do with the wizards.
>
>  -> So you can find perhaps "optical thickness" and "refraction" and perhaps 
> make new entries for the object properties ?
Time to delve in to VSL then:
Surface Properties
    Surface:Transparency = (1,0,0)
    Surface: Optical Thickness = 0,3

This'll set transparency to pure red and the optical thickness to a
completely arbitrary value of 0,3.
>
>  bye, frankolino, servus and sunny "springtime" has began here in germany :-D
>
>
>  -----Ursprüngliche Nachricht-----
>  Von: [email protected]
>  Gesendet: 17.04.08 18:39:56
>  An: [email protected]
>  Betreff: Re: first "ice-water"-picture and open question for an ice shader 
> cooperation:-)
>
>  I have forgotten: the first picture with "ice-water"-effects as attachment, 
> very simple vsl, o.k.:-) I have combined two textures, but the effect ist 
> good! only the rendering times are increasing (bad!);-)  bye, servus, Frank 
> Brübach
>
>
>  -----Ursprüngliche Nachricht-----
>  Von: [email protected]
>  Gesendet: 17.04.08 18:08:23
>  An: [email protected]
>  Betreff: Re: open question for an ice shader cooperation:-)
>
>  Hi Timo :-) Every help is welcome:-)))  I invite you:-D
>
>  Yes, it will be a strong work to get a good "ice shader" or similar 
> water-ice products.
>
>  - I have some ideas for the roughness, bumpmap, perhaps even fog and 
> noise... the problem is only for me to understand this complex possibilities 
> for a good looking ice shader with e.g. "air bubbles" (your advice is good!) 
> or something with fresnel, scratches and bump map things and so on...
>
>  - I have started with the glass material... (matt glass), after that I will 
> manage a special look for "roughness" and "cold-freezing" roughness... I will 
> have a certain look to the examples from the rs folder (vsl or material)...
>
>  - creating such vsl things and learn with the shader language, for me it's 
> not so easy to handle with the vsl stuff (yes, very amazing!) but the vsl 
> power is damned great, the input/output channels are really wide spread;-) 
> must laugh...
>
>  yes, If you have some ideas, bring it to the forum :-) I am working forword 
> tomorrow with the vsl shader and bring the next results here... best regards, 
> servus, Frank
>
>  "ice-shader" made of this: color, transparency, refraction, fresnel, fog, 
> bumpmap/ noise...
>
>  good evening:-)
>
>  -----Ursprüngliche Nachricht-----
>  Von: [email protected]
>  Gesendet: 17.04.08 14:10:27
>  An: [email protected]
>  Betreff: Re: open question for an ice shader cooperation:-)
>
>  A good start on all shaders is to think what the qualities of the
>  material are (i.e. what makes ice look like ice). The glass-like parts
>  are easy enough, you can pretty much just use a glass shader as a base
>  (with a tweaked color and optical thickness). The harder parts are the
>  surface features and air bubbles inside the ice. The surface features
>  can either be modeled or done with some creative bumpmapping (there's
>  some bump materials in the startup project that fit the bill). The air
>  bubbles are harder though: you can either model them or just cheat and
>  add a high frequency noise to the bump.
>  I'll see if I can give you some pointers once I get home.
>
>  On 15/04/2008, Frank Brübach <[EMAIL PROTECTED]> wrote:
>  > Dear RS friends, an open question:-)
>  >
>  >  "Perhaps somebody has fun to build with me an "ice shader" with the vsl 
> editor... I have started with a simple glas textur (from the rs manual, vsl 
> chapter), I have attached the example as a rar file above...
>  >
>  >  would be very nice to work with other realsoft guys to learn with the vsl 
> editor and get some interesting new vsl shader for ice, water and so on... "
>  >
>  >  servus, best regards, Frankolino
>  >
>  >  ...I have such things in mind: Refraction, Relief (Bump Map), Refraction, 
> Fresnel and more...
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