Monday, 12 September 2011

Day 6 : More tutorials & fixing with displacement bound

A new week has began and i am moving on to shaders, have been spending most of the time watching peter quint's video tutorials on basic shading. It covers a comprehensive guide on the basics, the operation, connection of the network and some of the important nodes.


The simple illustration from peter quint's tutorial.
(VOP Global Variables)
P=Position
N=Normal, points away
I= Camera
Light= light, illuminance loop

Connection input for output node
Cf = color
Of = opacity
Af=alpha
N=normals
P=physically based rendering



To begin with, and to map the noise or displacement accordingly on the UVs (in case the object is moving), you have to start off with either a UVcoords, transform or restpos node. To connect the node to the next node.
The most preferable one would be the restpos, as you don't have to wire the P input to the surface globals for it to work, and you can either use texture or object for the space, either one should work. I am facing difficulty using the UVcoords node, the transform node is fine but you have to connect it to P in surface globals in order for it to work, as the software could not identify where to take information from since the transform node do not have a P input

A surfacemodel node is used instead of lightingmodel node, since it is a more advanced and optimized node with more functionality
I have understand the usefulness of a parameter node, a parameter is more widely used compared to the constant node, as it can pick up the attribute (parameter type) from the geometry. Eg. color. Apart from promoting it, it can also be use to export values for output connection.


There was once when i rendered, there seems to be an artifact appearing. I sought help from JB, he help me to resolve it by, creating a properties node, and install new parameters (search for displacement bound), connect the output to the input 2 or 3 of the displacement output, and usually the bound value should be tantamount to the value of the scale of the disp along normal node


Lastly i tried experimenting to build a custom shader on my own, here's some of the screenshots


First basic attempt

 

Second try (more complex now)



I would say to build a network was fine to understand, but to understand fully how each node function was relatively hard. The vopmaterial is segregated into colour surface and displacement to connect to. I was told the light and fog output was not really needed, have to continue to do more testing and trial&error

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