| # File: v3d_cGatherMegaAovDynamo.slim
#
# Description: Render separate surface attibute (aov, shading component) each in separate relative AOV.
# All perform in 1 (ONE) shader tracing call, get banch of it FAST.
# Access to full render pass control in post! Automaticly create new AOV, like if we need "DiffuseDirect", we get "_reflect_DirectDiffuse" pass.
# What if we have incandescence in primary pass AND reflection - on post we turn off incandescence, but it stay in reflection.... with this template you get full control.
# All pass in list generated, first use as output of template (first visualized).
# Can be used with reflection and refraction! (even get multiple ray depth, self reflect/refract)
# Very powerful feature.
#
# Usage example:
# (dont forget raytraycing on)
# Create delux shader. Add Rim and Incandescence (and connect texture to color value). Attach it to sphere.
# Create constant shader, connect this template to color and attach to ground plane below sphere.
# In "What to do" field add 'Rim' first.
# Now by default we trace 3 variables - Rim Incandescence DiffuseDirect. For each of this automaticly created new AOV's.
# By "aovPrefix" field on output can be catched new AOV: _reflect_Rim, _reflect_Incandescence, _reflect_DiffuseDirect.
# (if use refraction vector, "aovPrefix" can change to _refract_ or anything what you want)
# Add this names (color _reflect_Rim) to "channel" and "secondary display" in Renderman Globals.... All done.
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| # File: v3d_cCatchLightOutput.slim
#
# Description: Catch AOV variable casting by light. Like render diffuse and get shadow pass, L direction pass,
# or any you like to send (it even can be pattern or texture map)
#
# Usage: Attach AOV to light (in my shader in separete slot), or colorAOV and light send it.
# Or produced output in standart lights shader is:
# color: _shadow, _cl_noshadow
# floats: __nondiffuse, __nonspecular,
# _contribRim, _contribThinTranslucence,
# _contribBackScattering, _contribSubsurfaceScattering
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| # File: v3d_cCatchLightOutputAOV.slim
#
# Description: Same as v3d_catchLightOutput.slim, but in DynamicFunction can resend AOV without extra nodes.
# Catch AOV variable casting by light. Like render diffuse and get shadow pass, L direction pass,
# or any you like to send (it even can be pattern or texture map)
#
# Usage: Attach AOV to light (in my shader in separete slot), or colorAOV and light send it.
# Or produced output in standart lights shader is:
# color: _shadow, _cl_noshadow
# floats: __nondiffuse, __nonspecular,
# _contribRim, _contribThinTranslucence,
# _contribBackScattering, _contribSubsurfaceScattering
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| # File: v3d_envLatlLens.slim
#
# Description: Render environment latitude/longitude map from camera. Render in float and get HDRI environment texture.
#
# Usage: Create plane geometry in front of camera, attach constant shader to plane (you can parent plane to camera and off visible in reflection etc. parametr on shape)
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# File: v3d_cNormalTangent.slim
#
# Description: Convert tangent space normal map to camera space normal.
#
# Usage: (convert to normal) and attach to custom slot in displacement, or input normal in diffuse function etc.
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# File: v3d_cShadowSoftOcclusion.slim
#
# Description: Ultra-fast soft shadow rendering (with highest quality!) by using occlusion. Original idea from Dmitry Novikov.
#
# Usage: Connect to light shader "shadow" slot (or custom output slot from my shader and catch from surface).
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| # File: v3d_cPostEnv.slim
#
# Description: Generate coordinates to use in IBL or add reflection in 2D.
# Mode = 0 - for reflection
# Mode = 1 - for image base lighting
#
# Note: Image base lighting in this case may not very accurate,
# because in 2d looking 1 sample from coordinate image.
# For example, coord. can render in double resolution with low sample, and resize it down after add reflection ("antialiasing" in post, course image file size much bigger).
#
# Usage: attach to AOV and render it, combine in 2D package with appropriate script/macros.
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# File: v3d_fMultiMapZbrushManual.slim
#
# Description: For ultra high detail displacement map, like 10 maps in 4096*4096 pixel resolution (total 40960*40960, without one huge image),
# when using Zbrush and MultiDisplacement (model separated to groups with > 0-1 UV space)
# UV groups must be in U direction (for simple managing). If you need more 10 set, create second copy and set offsetU value to start position.
#
# Usage: Map 1 = UV 0-1 (U), Map 2 = UV 1-2 (U), etc. |
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# File: v3d_fMultiMapZbrushAuto.slim
#
# Description: For ultra high detail texture map, like 10 maps 4096*4096 pixel resolution, in total 40960*40960, without one huge image,
# when using Zbrush and MultiDisplacement plugin to export texture (model separated to groups with > 0-1 UV space)
# UV groups must be in U direction (for simple managing). Can set offsetU value to start U position if uv starts not from 0-1.
# Updated dynamic version - select one map and other regions maps be connected automaticly. No tedious selection of 101 texture map by hand.
#
# Note: if you using Zbrush (current MultiDisplacement3 export plugin), you can view very small seam between region changes.
# To remove it a little bit scale down uv shell border in Maya. File number index must start from not zero (not name.0000.tif)
# In Zbrush set '.' after texture name (name. ) and all other naming convention must right.
#
# *.bat file example to batch convert files to tex
# for %%t in (*.tif) do "%rmantree%/bin/txmake" -float "%%t" "%%t.tex"
#
# Usage: select 1 texture map and all other be automaticly connected. (used mask - fileName.#.extension)
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| # File: v3d_nBumpedNormal.slim
#
# Description: bump normal, can create cool effect like underlaying layer lacquer surface (polished wood etc.)
#
# Usage: Primary use with delux component to achive one bump map on diffuse and different bump map on specular etc.
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| # File: v3d_lCategoryLights.slim
#
# Description: Set of standart lights improved with category and custom output variable (can attach AOV)
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| # File: v3d_scNull.slim
#
# Description: null shading component, to easy attach custom AOVs to delux shader.
#
# Usage: attach to delux, and attach AOVs to inputs
#
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| # File: v3d_xRibBox.slim
#
# Description: Set of RibBox notes, to fast create some usefull tricks.
#
# Usage: Create and see descriptions. |
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# File: v3d_xMegaAOV.slim
#
# Description: Connect multiple AOV to surface in one time. Can view separate AOV.
#
# Usage: Connect and give name to AOV channel. This map not need used in primary shading, is need only be attached to surface and calculate in "backgroung".
# For example attach to AddFx surface. |
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# File: v3d_fMultiBlendShape.slim
#
# Description: Add different Dispacement map value depend on blend shapes, like wrinkle on face when smile, different map when angry etc...
#
# Usage: use mel script - v3d_multiBlendShapePrimvar.mel, on proc call change name of blendshape node and target surface name
# (multiBlendShapePrimvar pCubeShape1 blendShape1;) This create primvar on shape node (also print names in output)
# copy this names line by line to "Attribute name" field and connect associated texture.
#
# To do: may create full automatic, get file names - file.'blendshapename *'.tex - and auto generate all texture() call * read primvar
# but it cause not able select custom multiregion texture etc. depend on production think about name convention.
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| # File: v3d_accumColor.slim
#
# Description: simple accumulation effect, like "Color Accum" on particle shape effect.
#
# Usage: Attach to particles (or surface)
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| # File: v3d_cBrushed.slim
#
# Description: modifyed ward anisotropic specular template
#
# Usage: connect vector to input
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| # File: v3d_cFloatRGB.slim
#
# Description: Simple surface shader to combine 3 float to color,
# use for collect and view individual float channel to AOV output
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# File: v3d_cSmoothstep.slim
#
# Description: Smoothstep to color, create smooth step float function to color
#
# Usage: input image or pattern and set minimum and maximum value.
#
# Example: input = color noise (frequency = 20); mini = 0.6; maxi =.7;
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# File: v3d_cUVregionView.slim
#
# Description: For zbrush multitexture show uv regions more than 1 (0--1, 1--2,n -- n+1) in different color.
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# File: v3d_cWireFrameSubd.slim
#
# Description: Render wireframe on polygon subdiv surface. Better on quad.
# Actually show topology after smoothing. Same result as polygon>smooth (view at triangles)
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| # File: v3d_fStairs.slim
# Description: Create steps effect on float pattern or image
#
# Usage: input float pattern and get result. Interesting effects if using in in displacement.
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# File: v3d_fWave.slim
#
# Description: simple example animated sin() wave shader with internal parametr time |
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| # File: v3d_lEnvironmentMix.slim
#
# Description: Simply mix 2 environment light.
# Interesting looking effect with 1st map is strong blured, 2nd crisp, and use sharp mix mask. |
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| # File: v3d_sAddFxPlus.slim
#
# Description: AddFx shader + additional slots to connect AOV channels
#
# Usage: attach color ao float AOV to empty slots.
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| # File: v3d_uvTrunc.slim
#
# Description: Truncate ST coordinates.
# Create pixel blocky effect (like big screen created from small lamps etc.)
#
# Usage: attach to any pattern or texture in coordianate slot |
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| # File: v3d_uvTruncWorld.slim
#
# Description: Truncate ST coordinates in world space or another connected coord system.
#
# Usage: attach to any pattern or texture in coordianate slot |
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| # File: v3d_xConversion.slim
#
# Description: Some convertion function to can connect different date type in slim
#
# Usage: Simply connect input.
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| v3d_chroma.sl (WIP) (source not available) |
Chromatic aberration refraction shader. (fast)
As camera lens:
Lustre:
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