Procedural shaders for models

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

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j meyer

Unfortunately I have to inform you that the Glass parts,
especially the windows don't render like before anymore
in TG 3.2. My guess is that the new Glass shaders feature
where you can choose if the geometry is treated as one-sided
or two-sided has changed the water shaders behaviour also,in
that this feature should have been added to the water shader
to make models that use this shader work like before.
The water shader now seems to treat a surface as two-sided
always,I assume.
[attachimg=1]

So,unless Matt knows an easy fix for that,we have to replace
every water+refl shader combi on our models with the new
glass shader.

Sorry for that inconvenience.
Let me know if you need assistance.

bobbystahr

I suspected that would happen....well at least there's a Glass shader now.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Matt

Can you paste (or upload) your water shader settings here?

Matt
Just because milk is white doesn't mean that clouds are made of milk.

bobbystahr

Well Jochen, I had a play with the Land Rover; just copied your settings from the Water shader over to the Glass shader and tweaked the reflection to match your Reflection shader. Didn't touch all the other Reflection shaders and to me they all look hotter/better than the last time I rendered this.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

This is what they are, running through a Reflective shader
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Matt

Thanks for screenshots, Bobby.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Matt

I hadn't tested the combination of Water Shader and Reflective Shader when making these changes for 3.2. The Water Shader on its own should be fine, but the Reflective Shader now works differently when looking through a surface from the inside (when the normal faces away from the viewer). I'll see if it's a bug that can be fixed, but at this point I don't know if that's possible. I don't like to break backward compatibility, but in this case you might need to replace the water+reflective setup with just a Glass Shader. That's how an object like this should be set up in the long run, anyway.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Matt

Yeah, this is a new bug with the Reflective Shader that I'll need to fix, because it's affecting other situations even without combining with the Water Shader. I'll get on it...

Matt
Just because milk is white doesn't mean that clouds are made of milk.

bobbystahr

Quote from: Matt on December 12, 2014, 12:55:02 AM
Yeah, this is a new bug with the Reflective Shader that I'll need to fix, because it's affecting other situations even without combining with the Water Shader. I'll get on it...

Matt


I personally find the Glass shader more than adequate and as indicated I transferred the settings's from the Reflective to the Glass...ticket boo it works good. See my image previous. Like the new Reflective shader btw. What happened to fuzzy reflections. That whole part is gone and isn't added to the glass; tho that would be cool as well.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

Reflection softness is still there, Bobby.

bobbystahr

Quote from: Dune on December 12, 2014, 02:25:19 AM
Reflection softness is still there, Bobby.

D'oh, of course it is...must be my desire to have it in the Glass shader creepin in. That's really the trick to diffuse glass(office door windows), blurred reflection anyway.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

j meyer

Thanks for helping out Bobby! :)

Thank you Matt! Good to know about the reflective shader.
And of course it's no biggie to change to the glass shader.

Oh and Bobby,for office doors and the like it might be better
to use a masked surface layer instead of soft reflections.
Should save render time at least.

bobbystahr

Quote from: j meyer on December 12, 2014, 11:09:03 AM
Thanks for helping out Bobby! :)

Thank you Matt! Good to know about the reflective shader.
And of course it's no biggie to change to the glass shader.

Oh and Bobby,for office doors and the like it might be better
to use a masked surface layer instead of soft reflections.
Should save render time at least.

Indeed it would, that was just an off the top of my head example.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

#88
Sorta on the same track; We have Stained Glass.This uses Ulco's Bee's wing technique with an additional I think, Reflective shader.
I've packed the folder up if anyone want's to test this out. All the images needed are in the rar file. Just extract it to where you kep your projects and double click the .tgd and it should load fine.


Ooops it didn't load right, this is the correct .tgd. Just over  write the other one. :-[
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

Let me know if you all think this is worthy of being posted to File Sharing and I'll upload a corrected .rar file there.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist