General questions about Indigo, the scene format, rendering etc...
-
OnoSendai
- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Tue Jul 01, 2008 6:13 pm
As you can see here.
This image uses a FBM based shader to modulate the emission.
p.s. Does anyone know if Deviant Art allows deep linking of images?
-
rgigante
- Posts: 326
- Joined: Wed Jun 28, 2006 6:46 am
- Location: Italy
Post
by rgigante » Tue Jul 01, 2008 6:54 pm
OMG! Finally....
dream material is becoming reality.
Thanks for sharing.
-
fused
- Posts: 3648
- Joined: Fri Sep 22, 2006 7:19 am
- Location: Berlin, Germany
- 3D Software: Cinema 4D
Post
by fused » Tue Jul 01, 2008 7:05 pm
great!
what will happen to meshlights?
-
OnoSendai
- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Tue Jul 01, 2008 7:19 pm
Internally they're gone, but they will be accepted in the scene file for backwards compatibility.
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Tue Jul 01, 2008 8:00 pm
This is completely stunning. So in theory we could have alpha-mapped fire that actually emits light? Even volumetric fire, right?
-
OnoSendai
- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Tue Jul 01, 2008 8:03 pm
Yeah, you could do 'alpha mapped' fire that emits light.
Volumetric fire... not yet, as emission from media is not supported yet (only surfaces can emit light).
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Tue Jul 01, 2008 8:06 pm
Ok, but if you actually modelled the flame, textured it, and blended it with a null, you could get the same effect as in your image here plus translucency, right? Would certainly be good enough for me.
-
suvakas
- Posts: 2613
- Joined: Mon Sep 04, 2006 11:08 pm
- Location: Estonia
-
Contact:
Post
by suvakas » Tue Jul 01, 2008 8:21 pm
Awesome news !
This is going to be great for all kinds of stuff.
-
OnoSendai
- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Tue Jul 01, 2008 8:23 pm
BbB wrote:Ok, but if you actually modelled the flame, textured it, and blended it with a null, you could get the same effect as in your image here plus translucency, right? Would certainly be good enough for me.
yeah.
-
Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Post
by Borgleader » Tue Jul 01, 2008 10:38 pm
Wow that is just awesome Ono! Great work
-
OuiOui
- Posts: 59
- Joined: Tue Nov 27, 2007 9:49 pm
- Location: Bourges
-
Contact:
Post
by OuiOui » Tue Jul 01, 2008 10:40 pm
Wonderful ! It opens a lot of possibility !
-
zsouthboy
- Posts: 1395
- Joined: Fri Oct 13, 2006 5:12 am
Post
by zsouthboy » Wed Jul 02, 2008 12:19 am
This explains your last image in the shader tests thread
-
manitwo
- Posts: 1029
- Joined: Wed Jul 05, 2006 4:50 am
- Location: Tirol - Austria
Post
by manitwo » Wed Jul 02, 2008 2:34 am
thank you very very very much ono! much appreciated
-
Kosmokrator
- Posts: 1141
- Joined: Sat Jul 29, 2006 11:52 am
- Location: Greece-Athens
Post
by Kosmokrator » Wed Jul 02, 2008 3:02 am
hey..Ono....whith the same principle we can now have multicolor transparent materials with this shaders?is an old request u remember?
friendly..Kosmo
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
MEMORY:6GB CORRSAIR @1600,Ati HD 4870x2,
MONITOR:LG 1950SQ,CASE:THERMALTAKE SOPRANO
Who is online
Users browsing this forum: No registered users and 112 guests