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Thin film OSL shader

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  • pg1
    replied
    Seems to broken on 2015?

    I get this error
    In the material compiler output
    Could not compile shader J:\Jobs\46761M_Mazda2Headlight_CP\3d\Projects\Maps \irridescence.osl (OSL to OSO)
    Last edited by pg1; 01-06-2015, 11:31 PM.

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  • Joelaff
    replied
    Cool, Lele!

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  • ^Lele^
    replied
    And a slightly tweaked, less pronounced, shader (chiefly, i changed each layer's influence, and the flakes' normals orientation variance).

    Click image for larger version

Name:	carpaint_OSLTex-based_B.png
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    A word of notice: you WILL need many AA Rays AND a reconstructive filter on the rendered image to make sure the flakes won't shimmer in an animation.
    This is a need forced by the fact that the flakes map does no filtering on its own, so we have to burden VRay with it.
    This last one was rendered with a fixed-12 and a sharp quadratic filter.

    EDIT: made a mistake earlier. Corrected now, max 2014 scene added, along with the flakes OSL shader with descriptions for each spinner.

    OSL_carPaint_with_iridescence_B.zip
    Last edited by ^Lele^; 27-02-2015, 05:12 AM.

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  • ^Lele^
    replied
    A particular use of the iridescence shader, coupled with a flakes normal texture, in a blend material, to generate a carpaint with iridescent flakes.
    Scene and shaders are attached, just grab yourself an HDRI in place of mine.

    Click image for larger version

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ID:	855448 Click image for larger version

Name:	carpaint_OSLTex-based_FLAKES.png
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    OSL_carPaint_with_iridescence.zip

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  • Fredrik Averpil
    replied
    By the way - I totally missed this just because you're posting this in a max sub-forum. God knows how much goodies I've missed because of this (being a Maya user) ...

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  • Fredrik Averpil
    replied
    Wow!

    Simon, who sits next to me in our office saw this and downloaded, gave it a test run ... and wow, just wow!
    Thanks so much for sharing!

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  • ^Lele^
    replied
    lol! yeas, that'd make sense!
    You can wire me a few hundred bucks at your own leisure

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  • Morbid Angel
    replied
    makes sense...that's why I had to crank the shader fresnel! I'll correct it tomorrow.

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  • ^Lele^
    replied
    that's how it ought to be used.
    Make sure you turn fresnel off, as it's got its own one!

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  • Morbid Angel
    replied
    nvm got it to work, but only as osl texture in reflection map mode.
    Last edited by Morbid Angel; 24-02-2015, 04:13 PM.

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  • Joelaff
    replied
    Looking nice!

    In the past we would achieve somewhat similar results with Tri planar falloff maps of different colors. More artist control, I guess, but more of a pain, and not accurate (though I don't know how accurate this is after you tweak it).

    LightWave has had a thin film shader for twenty years, and it was fun to play with. This one is much easier to use in production.

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  • zeronove
    replied
    I would like to test this OSL shader but it crashes max 2011 every time I try to load it! ...any idea? ...is it supposed to work with older releases?
    PS the same happens with the other OSL (AFMFresnel)

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  • R2J2
    replied
    I desaturated and played with the hue a bit so I'm not sure how accurate this is but it's an awesome shader.

    Click image for larger version

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  • Joelaff
    replied
    Originally posted by Art48 View Post
    Ah, good idea on the screen mode composite map. It's still magic to me how this works :P
    I dunno if that is the ideal way to use it, but it worked nicely for my purpose, and renders faster than a whole second material with a blend. My surface is already slow enough with VRayFlakes as a second material blended

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  • Art48
    replied
    Ah, good idea on the screen mode composite map. It's still magic to me how this works :P

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