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BA Shader Collection - essential v22 released

 
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schoenberger
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Joined: 02 Mar 2005
Posts: 3786

PostPosted: Thu Oct 12, 2006 12:51 am    Post subject: BA Shader Collection - essential v22 released Reply with quote

Hi all,

a new update for the "BA Shader Collection - Essential" is available.

(download link at the bottom)

Main new Shaders/features:
-DOF: A new depth of field shader for XSI. Better, more control, more features, a bit faster.
-Oily_Specular: New version, physical iridescence, illumination by reflection, Lafortune specular intensity.
-SSS_fast: An SSS_fast shader with abilities to mix the resulting color, to change the shadow and to mix the lightmap illumination.
-Shadow_falloff: Shadow shader with falloff.
-Raylength (occlusion): new sampling method. Less noise that other samplings, adaptive sampling with neighbour influence.


Main Bugs removed:
- The Fractal noise sometimes "shifted" on network renderings
- XSI illuminations plugged into Color_switcher override Color_switchers framebuffer.
- Cell3D: Not possible to use a XSI fractal as input of Cell3D and then to change settings.



All Changes:
311New_ShaderDOF shader
312New_ShaderColor Mixer
313New_ShaderRGBA Combine
305New_Shadershadow shader with falloff etting
314New_Shaderadvanced SSS_fast with mix controls
267New_FeaturesRaylength: ping-pong
275New_FeaturesRaylength: surface distance
264New_FeaturesRaylength: inverted normal
276New_FeaturesRaylength: new sampling method
281New_FeaturesOily_specular: physical Iridescence
283New_FeaturesOily_Specular: multipy by specular (phong,blinn, fresnel, lafortune)
285New_FeaturesRaylength: Put half samples with lower spread into second framebuffer (=specular use)
284New_FeaturesOily_specular: illumination by reflection with spread
291New_Featurescolor_switcher: random seed
286New_FeaturesColor_switcher: Reflection
298New_FeaturesBa_raylength: fade environment until far plane
298New_FeaturesRaylength: fade environment until far plane
299New_FeaturesColor_switcher: use alternative channel inputs if switch is no x
302New_FeaturesCell3D: Add bias parameters
306New_FeaturesDOF: output into framebuffers
309New_FeaturesDOF: lens jitter to get AA foir sharp areas
308New_FeaturesCell3d: min max input for bump
307New_FeaturesFractal4D: min max input for bump
268ChangesOily_specular: Reverse start point of gradient
290ChangesOily specular: change noise input from vector to color
296ChangesBA_DOF: Gradcolor_optimize from ba_oily shader
300ChangesFractal4d: enable auto-projection by default
301ChangesCell3D: enable auto-projection by default
265BugsColor Switcher: pass channels have been overridden, if XSI illuminations have been used for following channels
266BugsRaylength: sample evironment not working with spread
278BugsRaylength: avoid self-intersection at edges
277BugsFractal, Cell: bump map computation vector
272Bugscolor_switcher: random color broken after maya conversion
292Bugscolor_switcher: maya framebuffer support
293BugsCell3D:Spdl error, XSI crash
294BugsFractal4D: artifacts if bias for bump is used
295Bugsfractal4d: turbulence with modulus: the more strength, the brighter it gets

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Holger Schönberger
Binary Alchemy - digital materialization


Last edited by schoenberger on Fri Oct 13, 2006 3:45 pm; edited 3 times in total
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schoenberger
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PostPosted: Thu Oct 12, 2006 12:20 pm    Post subject: Reply with quote


There have been small bugs:
- Help files did not open with the ? button
- Visbool does not apper in render tree
- shadow falloff does not appear in render tree

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Holger Schönberger
Binary Alchemy - digital materialization
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schoenberger
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Joined: 02 Mar 2005
Posts: 3786

PostPosted: Thu Oct 12, 2006 8:54 pm    Post subject: Reply with quote


And another small bugs:
- color_mixer got one parameter GUID, which already existed in an other XSI shader
- color_switcher disables matte parameter if matte is deactivated

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Holger Schönberger
Binary Alchemy - digital materialization


Last edited by schoenberger on Sun Oct 15, 2006 2:51 pm; edited 1 time in total
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ashretallack



Joined: 12 Sep 2005
Posts: 37

PostPosted: Fri Oct 13, 2006 11:21 am    Post subject: Reply with quote

Hi holger, i'm getting the following errors with some of the shaders:

in Maya 7.0 linux
mayatomr 7.0.1.14

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_color_switcher.mi
// Warning: (Mayatomr.Nodes) : Node "BA_color_switcher" not created. //

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_dof.mi
// error (line 12): parse error, expecting `')''

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_illum_flat_light.mi
// error (line 17): parse error, expecting `T_INTEGER' or `T_SCALAR'

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_illum_visbool.mi
// Warning: (Mayatomr.Nodes) : Node "BA_illum_visbool" not created. //

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_integer_switcher.mi
// error (line 10): parse error, expecting `')''

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_scalar_clamprange.mi
// Warning: (Mayatomr.Nodes) : Node "BA_scalar_clamprange" not created. //

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_texture3d_warp.mi
// Warning: (Mayatomr.Nodes) : Node "BA_texture3d_warp" not created. //

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_texture_cell3d.mi
// error (line 51): parse error, expecting `')''

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_texture_fractal4d2.mi
// error (line 50): parse error, expecting `')''

// parsing ./mentalray/3.4/linux_x86/maya7.0/dev/include/BA_texture_oily_specular2.mi
// Warning: (Mayatomr.Nodes) : Node "BA_texture_oily_specular2" not created. //


which version of mental ray are these built for?
what version of maya have you tested them on?

Ash
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schoenberger
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Joined: 02 Mar 2005
Posts: 3786

PostPosted: Sun Oct 15, 2006 2:53 pm    Post subject: Reply with quote

-An spdl GUID error of the RGBA_color combiner was fixed
-backwards compability fractal4d


Download XSI 5.1+:
Full Install:
http://www.BinaryAlchemy.de/download/BA_Shader_Collection_essential_22.0.5.zip

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Holger Schönberger
Binary Alchemy - digital materialization


Last edited by schoenberger on Wed Oct 25, 2006 12:15 am; edited 3 times in total
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ashretallack



Joined: 12 Sep 2005
Posts: 37

PostPosted: Mon Oct 16, 2006 8:36 pm    Post subject: Reply with quote

I think I've found a possable reason for some of the shaders not working in maya, if I temporarorly remove the nodeid for a shader that prviously didn't load it will, so perhaps the node id is conflicting with other nodes in maya?

Ash
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ashretallack



Joined: 12 Sep 2005
Posts: 37

PostPosted: Tue Oct 17, 2006 3:28 pm    Post subject: Reply with quote

I have assigned my own ids to them here, so I will be using them. I fyou wish I could send you the new mi files with my node ids on.

Ash
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schoenberger
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Joined: 02 Mar 2005
Posts: 3786

PostPosted: Wed Oct 18, 2006 1:36 am    Post subject: Reply with quote

Maya NodeID problem solved.
Got some new NodeIds from the Autodesk support.

Download Maya package:
http://www.BinaryAlchemy.de/download/BA_Shader_Collection_essential_22.0.4_MAYA.zip

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Holger Schönberger
Binary Alchemy - digital materialization


Last edited by schoenberger on Wed Oct 25, 2006 12:16 am; edited 3 times in total
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adrencg



Joined: 20 Oct 2006
Posts: 1

PostPosted: Fri Oct 20, 2006 4:25 pm    Post subject: Where? Reply with quote

I' ve added the shaders, but cannot find them. Where are they located?
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schoenberger
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PostPosted: Fri Oct 20, 2006 4:57 pm    Post subject: Reply with quote

How to find the shaders:
http://www.binaryalchemy.de/forum/viewtopic.php?t=265
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Holger Schönberger
Binary Alchemy - digital materialization
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