Procedural shaders for models

Started by j meyer, March 11, 2014, 12:54:37 PM

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jaf

Great work!  I would really be interested in the setting you use for your procedural shading the model.

Have you checked how much memory your scene uses (wondering about the difference between it and uv/image mapping?)
(04Dec20) Ryzen 1800x, 970 EVO 1TB M.2 SSD, Corsair Vengeance 64GB DDR4 3200 Mem,  EVGA GeForce GTX 1080 Ti FTW3 Graphics 457.51 (04Dec20), Win 10 Pro x64, Terragen Pro 4.5.43 Frontier, BenchMark 0:10:02

j meyer

What exactly do you mean by "...setting you use for your procedural shading..." ?

So far I haven't checked the memory in use,but I'll do that tonight and tell you
tomorrow.But I don't have a similar UV mapped and image textured model to
compare to,so this would be up to you.

TheBadger

Thanks for all the info J.

QuoteWhat should be improved and how?
To me its just to shiny. I have a 4x4 truck, but there is no where near the amount of dirt as in your scene where I live. And yet, though I keep it clean and waxed, it is never that shiny. :-[

It has been eaten.

yossam

Wax on wax off..................... ::)

bobbystahr

Quote from: j meyer on March 16, 2014, 11:31:12 AM
:) Thanks for your interest.
The pavement is done with a procedural mask (yes,the dreaded blue nodes)
and some Power Fractal displacement on top of it.
I'm going to post some example files in the File Sharing section for you to
play with.


If the community is interested I'd be willing to share one version of the car also.


I for one would love to have that truck...best of it's type I've seen....well done. Wings3D you say...must give that another look.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

jaf

#35
Quote from: j meyer on March 17, 2014, 03:14:15 PM
What exactly do you mean by "...setting you use for your procedural shading..." ?

I was thinking what the nodes looked like, but I just realized you can supply the tgd with the model too.

I need to spend more time with TG!  Trying to learn Substance Designer, Unity, World Machine, etc. at the same time is tough.

By the way, check this out: http://www.allegorithmic.com/products/substance-indie-pack

[edit] That should have been "I was thinking what the nodes looked like, but I just realized you can't supply the tgd with the model too."
(04Dec20) Ryzen 1800x, 970 EVO 1TB M.2 SSD, Corsair Vengeance 64GB DDR4 3200 Mem,  EVGA GeForce GTX 1080 Ti FTW3 Graphics 457.51 (04Dec20), Win 10 Pro x64, Terragen Pro 4.5.43 Frontier, BenchMark 0:10:02

Dune

You could use a camera projected half circle image map, or maybe even a rotated simple shape, for the windscreen wipe effect. Or just map the glass.

Has anyone tested that substance indie pack?

j meyer

jaf - Memory used for the model as seen in the last pic shown above placed in
       the default scene is 1.99GB maximum.
       Of course I could share the tgd together with the model in principle,but why?
       The nodes in question are in the internal of the obj or tgo node anyway.
       And the environment nodes minus some stacked fake stones can be seen in
       the PavedRoad tgd that has been shared already.
       I could show a nodeview or a couple of those here,if you want,although it's
       pretty messy right now.
       Just let me know what you want to know/see.


Michael - The shinyness (reflectivity) is adjustable. ;)
             

Bobby -  ;D Let's see...   
            Wings3D is definitely worth a try.Once you're familiar with it you can set up
            your models there,no need for poseray any more.And 1meter in W3d is 1meter
            in TG and more.Very TG friendly.


Ulco - Indeed,or a piece of geometry,but I was trying to think of a solution that suits
         more than one scenario and got stuck there.Intellectual jam rather.
         Same for the tires,I thought of various options and found it too difficult to come up
         with a solution that works for all possible circumstances.Like dry hard surfaces,
         or dry and dusty or wet and hard and so on.At last I decided to use the easiest
         solution for now.
         
         Thanks for thinking along.



j meyer

In the meantime I've made some changes to the seats shader and put the
same light dust layer that's on the body parts onto the windows.(hardly
noticeable as on the roof.The heavier dirt as seen on the lower body and the
wheels would be inappropriate on the windows unless it would be all over the
body or at least going up much higher than now.)
And I did something else to hopefully improve it a bit more.Eager to see
if someone will notice what. ;)

[attach=1]


Dune

The seats are really good now, very important improvement. And now you see the sheen on the steering wheel, or is that the other improvement?
I'll drive away in this, any time. Great job, and if you're going to share, I won't object  ;)

j meyer

 ;D Yep,that is due to the other improvement.Well spotted!

[attach=1]

Another effect of that is visible here

inkydigit

outstanding texture work... I would love a spin in this!
:)

j meyer

Thanks J. :)


Hope to get the clean up of the shader network done tonight.

As for sharing the model I asked myself wouldn't it be nice to make it a
Planetside Forums members only thing.And wouldn't it be even nicer if
everyone interested could have the version he/she likes best?
So,since I can't post the model here,because of the size limit,I pondered on
and mused over it and then it dawned on me.
What if I post a list of the possible options available and you make your own
choice and PM me and I email you the version you want?
Just copy the list and add a yes or no behind every item so that I know which
version you'd like to get and send me a Personal Message with the email address
you want it to be sent to.
It's a bit more than just clicking a download button,but heeeyyy... ;)

The list will be in a separate post for your convenience.

I like that idea and hope you do too.

j meyer

#43
                                    LR110 - Terragen Special Edition
         
                                                     options

Version A - 5 doors

Version B - 3 doors

Steering guard - bar
         or
Steering guard - plate

Bull bar + 2 lights

2 Front recovery points + shackles

Snorkel

Roof rack,long (5 clamps)

Roof rack,short (4 clamps)

Separate glass objects to install working lights

Separate windows object for specular highlights on interior parts etc.



Dune

I like the idea, so gonna mail you....