Material news

Discussion related to the implementation of new features & algorithms to the Core Engine.

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Re: Material news

Postby jeanphi » Mon Sep 05, 2011 7:08 am

Hi,

Yes moure, that's what I'm aiming for: simplification of the user interface and of the concepts you have to grasp to use the tool.
Patro: what I'm aiming for goes beyond your layered material, adding an interference pattern or using a simple pseudo coating like the one of glass doesn't require complex math, glossy is harder, ... What is needed is a framework to allow various coatings to be applied.

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Re: Material news

Postby binarycortex » Mon Sep 05, 2011 1:41 pm

jeanphi wrote:
binarycortex wrote:I'm working on that. I had to create fresnelcolor because we had nothing like it. Now I just need to add another option to textures, if I can figure it out.

How so? Isn't that the same thing than the fresnel texture used by the volumes?

Jeanphi

The problem is that I have to switch to "fresnel" instead of "color" textures. The way it's done, you can't have both at the same time. What it does is it uses the type that you pass it for the naming, and fresnel textures don't work if they are called "color" and vice versa. So I am going to use a button that will let you switch between color and fresnel.
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Re: Material news

Postby binarycortex » Mon Sep 05, 2011 1:57 pm

Jeanphi, I believe I have the lxm code correct, and it matches luxblend25 but it's not working properly for sopra files.

Code: Select all
   # Material 'luxball'
Texture "luxball::color" "fresnel" "sopra"
   "string filename" ["C:/rendering/nkdata/Cu.nk"]
MakeNamedMaterial "luxball"
   "string type" ["metal2"] "texture fresnel" ["luxball::color"]
   "float uroughness" [0.100000]
   "float vroughness" [0.100000]

Is there something I am missing?
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Re: Material news

Postby jeanphi » Mon Sep 05, 2011 3:37 pm

Hi,

There was indeed a bug with sopra file handling, it is now fixed.

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Re: Material news

Postby binarycortex » Tue Sep 06, 2011 1:55 am

jeanphi wrote:Hi,

There was indeed a bug with sopra file handling, it is now fixed.

Jeanphi

And now that I am sure my code works, the changes to lb24 have been pushed. :D
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Re: Material news

Postby syndaryl » Fri Sep 09, 2011 2:28 pm

This looks like an excellent replacement to ShinyMetal for texture driven metalic/pseudometalic surfaces. Especially handy for the endless parade of fantasy-armor for Poser...

The specular colour is derived from the base colour as for regular metal, yes? No separate layer?

Is there a thin-film coating for metal2? I've become quite a fan of it for various fantasy effects :D
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Re: Material news

Postby B.Y.O.B. » Fri Sep 09, 2011 3:27 pm

Exciting progress :o
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Re: Material news

Postby jeanphi » Sat Sep 10, 2011 3:13 pm

syndaryl wrote:Is there a thin-film coating for metal2? I've become quite a fan of it for various fantasy effects :D

Not yet. I'm devising a more general feature for that.

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Re: Material news

Postby syndaryl » Sun Sep 11, 2011 10:36 am

jeanphi wrote:
syndaryl wrote:Is there a thin-film coating for metal2? I've become quite a fan of it for various fantasy effects :D

Not yet. I'm devising a more general feature for that.

Jeanphi


Oo. That's more awesome. Please do continue :)
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Re: Material news

Postby J the Ninja » Thu Sep 15, 2011 12:32 am

jeanphi wrote:Hi,

I just found that fresnelname isn't consistent, I'll fix it before posting an example.

Jeanphi


Is this still an issue? The code I added for luxblend25 writes this, which is the same syntax as for the metal material, but it fails to load the nk file (it says "no preset named ' ' ")

Code: Select all
Texture "Texture" "fresnel" "fresnelname"
   "string filename" ["../Documents/Measured Data/Sopra NK/Ti.nk"]

MakeNamedMaterial "Material"
   "texture fresnel" ["Texture"]
   "float uroughness" [0.075000002980232]
   "float vroughness" [0.075000002980232]
   "string type" ["metal2"]
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