ronviers
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Sphinx Shader v0.1 (alternative shader) by Sphinxmorpher
http://www.filterforge.com/filters/4648.html ![]() @ronviers |
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Posted: November 1, 2007 2:39 pm | ||
ronviers
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Wow Sphinxmorpher this is amazing - it's like a classroom in a snippet. You need to write a book on what it is you're doing.
Thanks for posting it. ![]() ![]() @ronviers |
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Posted: November 1, 2007 2:41 pm | ||
Kraellin
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i'd also love to hear what definition of 'shader' you're using here, since there's more than one.
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 1, 2007 3:16 pm | ||
ronviers
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I think the confusion arises when people refer to shaders as general shading algorithms, like phong or lambert, or application specific implementations like a shading node in Maya. It would be correct to refer to a plastic or wood shader generally whereas in maya a shading node used to define a wood material with configured attributes and maps would also be a shader – or a shading network or material definition.
That said, I would also like to hear Sphinxmorpher's definition. ![]() @ronviers |
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Posted: November 1, 2007 3:33 pm | ||
Kraellin
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well, the 'shaders' i'm used to are not images but rather code. you have a 'glass' window pane and you make a shader to make the glass breakable. it's the 'breakable' part and how the pane breaks that is the shader.
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 1, 2007 3:38 pm | ||
ronviers
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I did not mean to imply they were images. Images would only be used to define the attributes of a material definition - like a translucency map. When I say node I mean code.
@ronviers |
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Posted: November 1, 2007 3:41 pm | ||
Sphinx.
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Thanks for the compliments.. I may not be using the term conventionally, and what goes on in the filter really fits several labels, such as illumination model, reflection model and bumpmapping. However looking at some definitions, I don't think its far away - 'shader' is just not used in conjunction with the gfx hardware field:
Answers.com: Shade: "Light diminished in intensity as a result of the interception of the rays; partial darkness" Shader: One who, or that which, shades. Wikipedia: From a technical view a "shader" is a part of the renderer, which is responsible for calculating the color of an object - as opposed to calculating the visibility of an object. -- Note that the actual bumpmaps/textures in the filter are really just to have something to illuminate ![]() I will check in an updated version later today.. |
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Posted: November 2, 2007 5:03 am | ||
Sphinx.
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I dont get it.. The name is updated, but its still the old version.. whats going on here?
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Posted: November 2, 2007 9:22 am | ||
Kraellin
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ok, that's a different kind of shader then.
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 2, 2007 12:54 pm | ||
Mongoose King
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I noticed that this isn't seamless, and after looking at it, I figured 2 little tweaks would fix it.
There's one offset for scaling that is set wrong, and the linear gradients in the reflections part I made a curve that (relatively) smoothly returns back to zero at the edge. Here's the seamless version: Sphinx Shader v0.2 (alternative shader) Seamless.ffxml Release the Mongoose! |
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Posted: March 28, 2012 2:24 pm |
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