I figured it could be useful to share some shaders among users.
You know, get it going 🙂
Here is my first, it's a simplex selfcontained art shader that can be used for camera projections on volumes for example to create interesting procedural forms, you may have seen examples made by Lee Griggs utilizing the technic in the online manual and as private projects.
Link to viewport render of the procedural, I set time scale quite small so large structures remain somewhat unchanged while finer stuctures move, tried to zone in on that blue river in the middle as it has some interesting development. The motion is Fractal Brownian based.
https://i.imgur.com/01ttifU.gifv
Shader is currently 152 code lines long.
Looking forward to see some of your guys shaders!
If your shader is finished, please share the code!
What a great idea!
Does anyone have a Parallax Occlusion shader working for mtoa?
Working on an OSL Curvature shader.
Using Arnold Curvature as refference.
I still have some things to solve, but it's looking better today than it did yesterday.
I am up to test this if you need some beta testers 😉
I use curvature a lot for my materials
Ah, great.
Ill make sure you get your hands on it soon 🙂
I REALLY need to make a new update on the arnold converter, been putting it off for too long, got a long list of mails from people complaining about 2021 support among other things.
I am just using Max 2021 now, so I can give you hand with that. I will check with you on Discord.
Kif fractal base. 3dsmax viewport, no PBR. Displaced and diffuse colored only.
This thing can morph into all kinds of things and it's very easy to get something going from default setup.
Ill probably do some iterations on it and upload some more examples at a point and the shader of course.
OSL Triplanar map in the works!
Got all kinds of sub features, propegrate random instances with different random values and a pass generator, Extracting PBR data from the input.
Here is shown some practical auto things like getting rid og super bad lit texture light, as well as removing seams, making the ugly input texture a decent uniform texture almost automatically.
Slides into a PBR chain.
Code to do a nice Albedo extraction from badly lit textures.
I had to look around for some days, until I understood the concept and had a hole through to a useful output.
This is the main blender, which is essentially a highpass filter with a lumniosity blend, the latter was what created some head scratching, but got it working.
If you want to patch in content make sure your Arnold Auto Mip is set to ON, as the texture calls needed needs to be mipable.
So you need to do a highpass filter that gets blended correctly.
Ill ship a stand alone Albedo texture generator soon.
color luminosity( color s, color d ) { float dLum = dot(d, color(0.3, 0.59, 0.11)); float sLum = dot(s, color(0.3, 0.59, 0.11)); float lum = sLum - dLum; color c = d + lum; float minC = min(min(c[0], c[1]), c[2]); float maxC = max(max(c[0], c[1]), c[2]); if(minC < 0.0) return sLum + ((c - sLum) * sLum) / (sLum - minC); else if(maxC > 1.0) return sLum + ((c - sLum) * (1.0 - sLum)) / (maxC - sLum); else return c; } shader Luminosity ( color source = 0, color backdrop = 0, output color Out = 0, ) { Out = luminosity(source,backdrop); }
https://github.com/gkmotu/OSL-Shaders
2 new shaders.
OSL Flakes, based on Arnold flakes.
OSL Triplanar, supports things like Tyflow particles and instances via mode.