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    1. eddgarpv's Avatar

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      Autodesk Maya

      eddgarpv is on a distinguished road

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      January 12, 2011

      # 21
      Hay un shader basado en este documento (Monte Carlo microfacet reflectance shader). El post original es de GeorgeTirebiter en los foros de 3delight: http://www.3delight.com/en/modules/P...ic.php?id=2431

      Pense que valia la pena ponerlo aqui porque es muy didáctico. SObre todo para quienes no tenemos la facilidad de convertir el documento de arriba en las lineas del post de 3delight

      Si quieren probarlo usando RendermanCode nodes en maya:

      Shading parameters:
      float ReflectionStrength = 1.0;
      float Roughness = 0.1;
      float Samples = 256;
      float IoR = 1.5;

      output varying color output_reflection
      Shading Code:
      float G( vector V, M, N; float alpha ){
      float a = 1 / ( alpha * tan( acos(V.N) ) );
      float x = step( 0, (V.M) / (V.N) );
      if( a < 1.6 ){
      return x*(3.535*a+2.181*a*a)/(1+2.276*a+2.577*a*a);
      } else {
      return x*1;
      }
      }

      float sqr( float x ){ return x*x; }


      extern normal N;
      extern vector I;
      extern point P;
      extern varying vector dPdu;

      normal NN = normalize( N );
      vector V = normalize( -I );

      color C = 0;
      color trs_reflected = 1;

      uniform float i;
      for( i=0; i<Samples; i+= 1 )
      {
      uniform float a = ceil(sqrt(Samples));
      float x1 = (floor(i/a)+random())/a;
      float x2 = (mod(i,a)+random())/a;

      float theta = atan( sqrt( -sqr( Roughness )*log( 1-x1 ) ) );
      float phi = 2*PI*x2;
      matrix rot = rotate( matrix 1, theta, dPdu );
      rot = rotate( rot, phi, NN );
      vector MM = normalize( transform( rot, NN ) );
      float Kr, Kt;
      vector R, T;
      fresnel( -V, MM, 1/IoR, Kr, Kt, R, T );
      R = normalize(R);
      float Gi = G( V, MM, NN, Roughness );
      float Go = G( R, MM, NN, Roughness );
      float weight = abs(V.MM) * Gi * Go * Kr / ( abs(V.NN) * abs(MM.NN) );
      C += trace( P, R, "transmission", trs_reflected ) * weight;
      }

      C *= ReflectionStrength / Samples;

      output_reflection = C;
      El codigo de arriba no tiene el problema del grid visible. Y este nodo lo pueden conectar a un surface shader. Utiliza raytracing, asi que hay que hacer los objetos visibles a specular rays.

    2. January 30, 2011

      # 22
      DNA Actualizó la version de 3delight a 9.0.83

      http://www.3delight.com/en/index.php?page=3DFM_download

    3. February 25, 2011

      # 23
      Subi un tutorial de particulas con deep shadow maps.

      http://cgmonkeys.blogspot.com/2011/0...particles.html


    4. March 3, 2011

      # 24
      Este es un tutorial basico de Quality Settings (lei en algun lado que se asume que quien empieza a usar 3delight antes habia usado prman o algo similar, pero no es asi.. asi que creo que sirve tener cosas sencillas).
      http://cgmonkeys.blogspot.com/2011/0...-settings.html


    5. July 15, 2011

      # 25
      Hay un grupo de 3delight en vimeo, por si alguien esta interesado: http://www.vimeo.com/groups/3delight


    6. August 24, 2011

      # 27
      Nuevo post en http://cgmonkeys.blogspot.com/2011/08/test.html acerca de linear colorspace. Creo que la mejor opcion es convertir a tdl y usar eso en los file nodes de maya. Obviamente no van a poder desplegar las texturas en el viewport, y hay algunas cosas como los swatches para colores constantes que tienen que convertirse tambien, asi que hay cosas que pueden requerir mas desarrollo.

      Se me ocurre que usando primvars en cada objeto es tambien una alternativa:

      Code:
      // color_map attribute ///////////////////////////
      //
      string $color_maps = `fileDialog -dm "*"`;
      if ($color_maps != "")
      {
        pickWalk -d down;
        string $allShapes[] = `ls -sl`;
        int $size = size($allShapes);
        int $i;
        for($i = 0;$i < $size;$i++)
         {
             if(`attributeExists "delightcolor_map" $allShapes[$i]`)
             {
      	  setAttr -type "string" ($allShapes[$i] + ".delightcolor_map") $color_maps;
                print ("color_map > " + $allShapes[$i] + " " + $color_maps + "\n");
             } 
      	else
             {
                addAttr -ln "delightcolor_map"  -dt "string" $allShapes[$i];
      	  setAttr -type "string" ($allShapes[$i] + ".delightcolor_map") $color_maps;
                print ("color_map & attribute added > " + $allShapes[$i] + " " + $color_maps + "\n");
             } 
      
         }
      
      }
      y leyendolos de vuelta en un renderman code node:

      Code:
      // Shading Parameters
      uniform color default_color
      shader_input uniform string color_map
      varying output color maya_color

      Code:
      // Shading code
      maya_color = default_color;
      
      if (color_map != "")
       maya_color = color texture (color_map);
      Al final tendriamos una salida del pase de color como lineal, lo que no debe ser problematico porque 3delight ya permite renderear multi layer exr (estan por actualizar la version gratuita a una mas actual. La que esta disponible 9.0.84 aun no tiene esto) y de todos modos, espacio en disco sobra
      Last edited by eddgarpv; 08-24-11 at 05:05 PM. Reason: nota final

    7. September 1, 2011

      # 28
      Hice un pequeño tutorial para el nuevo tab de GI (esta en el blog):

        Attached Thumbnails:

        Click image for larger version

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    8. October 6, 2011

      # 29
      3Delight Studio Pro 10 released
      DNA Research announces 3Delight Studio Pro 10, a major evolution of our state-of-the art RenderMan-compliant renderer. This new release introduces important technological advances in ray-tracing performance and global illumination. 3Delight Studio Pro - formerly named 3Delight - now also includes our popular 3Delight for Softimage plug-in at no additional charge. The 3Delight Studio Pro all-inclusive package enables power users and studios to use 3Delight standalone in their rendering pipeline along with 3Delight for Maya -or- 3Delight for Softimage -or- both.
      Release Notes

      And of course, the free license can be found here: http://www.3delight.com/en/index.php?page=3DSP_download

    9. October 20, 2011

      # 30
      3Delight for Maya 6.0.3 was released a few days ago.

      I'll quote maxime here:

      On top of the bug fixes, there is now support for Hypershade networks connected to the render camera's "miEnvironment" plug, and they auto-generate env maps for the GI effects. This allows support for the physical sky Mental Ray node with the Global Illumination effects of the Render Pass. See the "physicalSky.ma" scene in the examples folder for a simple setup showing how this works.


      Click image for larger version

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      Last edited by eddgarpv; 10-20-11 at 08:28 PM.

    10. December 2, 2011

      # 31
      The 3Delight for Maya free package has been updated to 6.0.6

      http://www.3delight.com/en/index.php?page=3DFM_download

      What's fixed?
      6.0.6
      • Fixed broken PSD File texture node.

      6.0.5
      • Added “Depth of Field” section in the render pass; it contains attributes that control the bokeh (appearance of out-of-focus portions of the image).

      6.0.4
      • Fixed crash in Maya 2011 & 2012 when manipulating the display bit depth option menu.
      • Fixed objects sometimes not appearing in shadow maps.
      • Fixed issue with RenderMan Code nodes that prevented them from being unloaded when referenced (#3337).
      • Fixed issue with RIB archive nodes that would report incorrect bounding box when using the Bbox Scale attribute. This can cause issues with directional light shadow map framing for instance.
      • Lifted the point could shading rate multiplier attribute maximum value that was limited to 10.
      • Default RIB archive file name now contains the frame number.
      • RIB archive bounding box is now correctly defined for motion blurred objects.

      6.0.3
      • Fixed interrogation of camera’s miEnvironmentShader attribute, which may not exist.
      • Fixed broken mia_material node support.
      • Fixed camera name handling for shader connected to miEnvironment plug, which failed to work when the name contained a namespace for instance.
      • Fixed issue where camera could not be inside the fluid container.
      • Fixed shader node reload / replace operations that could fail for connected attributes.
      Last edited by eddgarpv; 12-02-11 at 06:23 PM.

    11. December 2, 2011

      # 32
      Click image for larger version

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ID:	32706
      six blades


    12. October 18, 2012

      # 34
      Plugin y
      codigo


      Point cloud de prueba

      y el link al codigo de dneg http://dneg.github.com/dnPtcViewerNode/

        Attached Thumbnails:

        Click image for larger version

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      Signature:

      missingframevfx.com | imdb

    13. November 3, 2012

      # 35
      nuevo mini tutorial de render passes con 3Delight for Maya link

      Click image for larger version

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Views:	48
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ID:	38523

      Signature:

      missingframevfx.com | imdb

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