Some new shader stuff:

General questions about Indigo, the scene format, rendering etc...
User avatar
Whaat
Developer
Posts: 1827
Joined: Fri Dec 22, 2006 6:15 am
Location: Canada
Contact:

Re: Some new shader stuff:

Post by Whaat » Wed Dec 02, 2009 6:01 am

Hey...I guess we will be able to use Indigo to create cool normal maps which...um...can then be used in other rendering software... :lol:

Actually I have no need for normal maps but these shader tests are really cool! Now we just have to make them more user-friendly.

User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: Some new shader stuff:

Post by Pibuz » Thu Dec 03, 2009 12:37 am

Whaat wrote:Now we just have to make them more user-friendly.
+1

And, Whaat? I just saw a little test of layer transmittance (I guess that is a new feature) by Musorsgy: is that kind of shader support already implemented in Skndigo?

User avatar
Whaat
Developer
Posts: 1827
Joined: Fri Dec 22, 2006 6:15 am
Location: Canada
Contact:

Re: Some new shader stuff:

Post by Whaat » Thu Dec 03, 2009 4:05 am

Pibuz wrote:
Whaat wrote:Now we just have to make them more user-friendly.
+1

And, Whaat? I just saw a little test of layer transmittance (I guess that is a new feature) by Musorsgy: is that kind of shader support already implemented in Skndigo?
next release... :) hopefully within two weeks.

User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: Some new shader stuff:

Post by Pibuz » Thu Dec 03, 2009 5:50 am

Don't worry. It was just to know. Thank you!

User avatar
benn
Posts: 1046
Joined: Mon Dec 08, 2008 12:47 pm
Location: Wellington, New Zealand
Contact:

Re: Some new shader stuff:

Post by benn » Thu Dec 03, 2009 10:18 am

Fused is gonna make them more user friendly. It's gonna be aweeesome :D

User avatar
Whaat
Developer
Posts: 1827
Joined: Fri Dec 22, 2006 6:15 am
Location: Canada
Contact:

Re: Some new shader stuff:

Post by Whaat » Fri Dec 04, 2009 8:36 am

OnoSendai wrote:Access to the world space normal of the surface fragment from inside a shader:

Access to the zenith angle of the incident and scattered rays, allowing effects like colour-changing paint:
So, will it be possible for to create a fresnel ramp blend parameter shader?

If so, a good Thin Glass material should be possible, right? Care to demonstrate? :mrgreen:

Post Reply
21 posts