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General => File Sharing => Shaders, Materials => Topic started by: WAS on August 09, 2018, 01:19:01 PM

Title: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 09, 2018, 01:19:01 PM
Here is a set of three marbles; red, green, and blue. They have simulated volume using a merged glass and default shader, with it's own reflection shader. I wasn't happy with the fact the shadows are black so I used another merge shader with another default shader which serves as a "Shadow Tint" of sorts. Additionally, it can be used as a Environment Tint. For example instead of bright contrasting orbs you could change all the environment tint diffuse colours to a more gray colour, or solid gray to match the gray scene in the example. Or other prominent ambient light sources like the sky.

Funny to note I turned Ray Detail Multiplier from 1 back down to 0.25, but the renders didn't registered, and rendered in perfect quality in contrast to quality settings and took awhile (tint preview is MPD 0.5 AA2). *Shrugs*

Note: I forgot to change the Decay Distance on the Glass Shader in the Red Marble back to 10 after some testing, which is why it looks different. These "Marbles" are more huge sphere. :P The red marble is fixed in the archives. It's also good to note that decay distance plays a role in sphere size.

Quote from: WASasquatch on August 10, 2018, 10:43:00 PM
Some things to note:
Glass Volume & Colour Transparency effects colours and overall translucency
Glass Surface Transparency and Decay Distance effect the glass's actualy volume (Should swap those names). You can lower transparency in the Glass Shader for more volume.
Glass Reflection & Reflection Tint Reflection was set above 1 but creates border anomalies. I notice the reflections aren't much effected by the shadows overlay, but highlights are. So upping highlights to about 2 seems to correct that.
As you may have noticed colours created, and shadow maps created are very sensitive and use dark colours. You can increase colour vibrancy with the Saturation Adjust shader and increasing Saturation above 1.
Shadow & Environment Tint opacity level effects shadows strength but must be compensated for (usually above 1) the shadow map to prevent holes in the object.
Title: Re: RGB Marbles (Coloured Glass Example)
Post by: WAS on August 09, 2018, 01:21:13 PM
*Reserved*

RGB Marbles in ZIP Format
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: luvsmuzik on August 09, 2018, 02:35:51 PM
Thanks! Giving it a whirl. :)
Edlt...Works perfectly!
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: AndyWelder on August 09, 2018, 05:07:17 PM
Thank you, Jordan!
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 09, 2018, 07:32:38 PM
Welcome guys, and gals. I'll upload some more examples of different things here with this setup as well.
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: luvsmuzik on August 09, 2018, 07:46:39 PM
Here is a population of columns with the red material. Obviously the reflection is great as I see the rest of the population in the columns and shadows work too! :)
MPD 6.6 AA 6
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 09, 2018, 08:33:31 PM
Quote from: luvsmuzik on August 09, 2018, 07:46:39 PM
Here is a population of columns with the red material. Obviously the reflection is great as I see the rest of the population in the columns and shadows work too! :)
MPD 6.6 AA 6

I'm glad I was able to achieve this. It was REALLY bugging me having to add another object. I tried packaging it as one (even though the shadow sphere position would be off) but that didn't work apparently. :P
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: Agura Nata on August 10, 2018, 12:16:43 AM
great stuff! Thanks a lot :)
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 10, 2018, 05:25:59 AM
Pink Lithium Orb :O
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: bobbystahr on August 10, 2018, 09:52:12 AM
Great stuff Jordan and thanks for sharing...that pink lithium rocks as well...
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: luvsmuzik on August 10, 2018, 01:34:19 PM
RGB Marbles shadows on cyphyr's crystals :)
https://planetside.co.uk/forums/index.php/topic,24012.msg242486.html#msg242486

I have two suns on this at opposite direction just to see what would happen.
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 10, 2018, 01:36:29 PM
Quote from: luvsmuzik on August 10, 2018, 01:34:19 PM
RGB Marbles shadows on cyphyr's crystals :)
https://planetside.co.uk/forums/index.php/topic,24012.msg242486.html#msg242486

I have two suns on this at opposite direction just to see what would happen.

Oh wow, those are pretty! The double lighting is a cool effect.
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: luvsmuzik on August 10, 2018, 01:45:37 PM
Thanks WAS! I first tried this with 6 marbles (circular formation) and 6 suns. Of course I got a ring of reflection dots on top of the spheres and even at sun strength of 2, very faded. I was trying to make a kaliedscope of the shadows. Do you think blurring the reflection strength would hurt the shadows?
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 10, 2018, 02:05:53 PM
Quote from: luvsmuzik on August 10, 2018, 01:45:37 PM
Thanks WAS! I first tried this with 6 marbles (circular formation) and 6 suns. Of course I got a ring of reflection dots on top of the spheres and even at sun strength of 2, very faded. I was trying to make a kaliedscope of the shadows. Do you think blurring the reflection strength would hurt the shadows?

I'm not sure actually, I haven't tried. I do know blurring, in the case of blurring a shadow map for one instance, it did increase render time a bit. Though the noise I was blurring was rather detailed and through a few merge shaders.
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 10, 2018, 10:43:00 PM
Some things to note:
Glass Volume & Colour Transparency effects colours and overall translucency
Glass Surface Transparency and Decay Distance effect the glass's actualy volume (Should swap those names). You can lower transparency in the Glass Shader for more volume.
Glass Reflection & Reflection Tint Reflection was set above 1 but creates border anomalies. I notice the reflections aren't much effected by the shadows overlay, but highlights are. So upping highlights to about 2 seems to correct that.
As you may have noticed colours created, and shadow maps created are very sensitive and use dark colours. You can increase colour vibrancy with the Saturation Adjust shader and increasing Saturation above 1.
Shadow & Environment Tint opacity level effects shadows strength but must be compensated for (usually above 1) the shadow map to prevent holes in the object.

Preview under heavy haze. This setup under a sphere would be much darker due to distance of the volume, which I'll upload in a bit, as I didn't save what I was working on like a derp and just exited without saving. Derp.

Edit: Added
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: AndyWelder on August 11, 2018, 03:41:29 AM
Thank you once more! Also for the explanation.  :D
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 11, 2018, 02:27:22 PM
Quote from: AndyWelder on August 11, 2018, 03:41:29 AM
Thank you once more! Also for the explanation.  :D

You're welcome. :)

---

Vulcan Nephrite Jade textures incorporated into the shader setup. This time utilizing the Glass Volume with a custom texture (or procedural otherwise.)

RAR Archive (39mb): https://drive.google.com/open?id=17XMcp8Tfl569lkoGwri1nt48JmwHdGkN
ZIP Arvhice (40mb): https://drive.google.com/open?id=1G4Apv8e1Ygh61Q1uFMGLX4jvSW4fl-B5
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 12, 2018, 01:08:31 AM
Gold fleck infused glass. Fancy. Used 3 suns for lighting to bring out fleck highlights.
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: Dune on August 12, 2018, 01:38:17 AM
Nice effect in the last one.
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 12, 2018, 03:10:56 AM
Quote from: Dune on August 12, 2018, 01:38:17 AM
Nice effect in the last one.

Thank you, Ulco.
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: Hannes on August 12, 2018, 04:59:34 AM
That looks really nice!
Title: Re: RGB Marbles (Clouded Coloured Glass Example)
Post by: WAS on August 12, 2018, 01:28:35 PM
Quote from: Hannes on August 12, 2018, 04:59:34 AM
That looks really nice!

Thanks! I somewhat ported over your gold idea to the glass setup. At least the chrome reflection I was having issues with. Turns out it was the index of refraction.