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  • nodes for complex lookdev

    Hi everyone, i'm working to a port from arnold to vray for a library of characters that shares same uv and topology. Those characters shares a library of udim textures and masks we use to control a lot about the look, from sweat to skin feature to dirt. So i would ask about some features i didn't find in the last release

    - a mask input in the vraycolorcorrection node (a lot of features in the characters are controlled by shared masks)
    - a range node (also with a clamp feature), like the maya set range node but more optimized for 16/32bit files like displacement masks.
    - single basic nodes like subtract/multiply/add/divide (about this i solved with vraylayertex, but maybe single nodes would optimize and lightweight tha calculation)

    thank you!

  • #2
    Originally posted by alessandro_dele View Post
    - a mask input in the vraycolorcorrection node (a lot of features in the characters are controlled by shared masks)!
    You could do this with a VRayLayeredTex as well. Otherwise, you could add your idea to the Portal.

    Originally posted by alessandro_dele View Post
    - a range node (also with a clamp feature), like the maya set range node but more optimized for 16/32bit files like displacement masks.
    What exactly do you mean by "optimized for 16/32 bit files"? More positions after the decimal point?

    Originally posted by alessandro_dele View Post
    - single basic nodes like subtract/multiply/add/divide (about this i solved with vraylayertex, but maybe single nodes would optimize and lightweight tha calculation)
    Don't the Maya ones work for you?
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      - Yes i added and idea for the mask input in the color correction node, of course could be done with VRayLayeredTex but something like desaturate only some areas would be more easy with a mask on the cc node i think.

      - In this case i used the setRange from maya but working with 32bit exr displacement i noticed that work different from expected (a migrating from Arnold using the aiSetRange), so i think that node is a float 16

      - Unfortunately the maya nodes are more "rigging oriented" and have only one input float, so if i have to do add or multiply an rgb i'll have to add 3 nodes.

      Anyway those are just suggestions i think could help to slim down complex shaders, nothing is missing

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      • #4
        Originally posted by alessandro_dele View Post
        - In this case i used the setRange from maya but working with 32bit exr displacement i noticed that work different from expected (a migrating from Arnold using the aiSetRange), so i think that node is a float 16
        Have you checked the File node's "Allow negative colors" V-Ray attribute?
        Aleksandar Hadzhiev | chaos.com
        Chaos Support Representative | contact us

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