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Regarding ba_raylength shader

 
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alteredgene



Joined: 22 Feb 2010
Posts: 1
Location/Company/Country: new zealand

PostPosted: Mon Mar 01, 2010 1:56 am    Post subject: Regarding ba_raylength shader Reply with quote

Good afternoon everyone : )

I have been looking around for shader that could do inverse normal AO for long time, and finally found the BA-raylength shader. Thank you very much guys : ) and it works beautifully.

I am running the shader on max platform, not sure if that is the reason, but finding it bit challenging understanding the parameters.

Basically, i do lot of architectural visulisation, and was really impressed with your

"Example of "Inverted Normal (Edges)", modified with a noise:"

as that was exactly what i wanted to achieve parametically.

However, after hours of experimentation, i could not get my shader to do the same thing.

I think i am starting to understand which shader parameters does what, but wasn't succesfful on achieving the effect.

i would really appreciate if you could give me a push in a right direction, my first guess was pluggin in noise into "spread", which didn't really work, and tried plugging noise to near, far output, without any sucess.

Perhaps if you would be kind enough to share with me the shader tree for that example? though i don't use softimage, it would definitely be helpful.

Again, thank you very much for sharing such great shaders, and would appreciate hugely if you could help me out getting the best out of it : )

looking forward hearing from you, thank you in advance : )
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schoenberger
Site Admin


Joined: 02 Mar 2005
Posts: 3786

PostPosted: Mon Mar 01, 2010 1:25 pm    Post subject: Reply with quote

Hi

The noise was applied after the Raylength shader as a simple mask.
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Holger Schönberger
Binary Alchemy - digital materialization
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echo_Fremen



Joined: 01 Aug 2010
Posts: 2

PostPosted: Sun Aug 01, 2010 5:19 am    Post subject: Reply with quote

Im using Max too.Noise working well but i have a problem with using ba_raylegth+noise as a displacement map. It just doesnt work like a simple map. Mb its my fault. I hope u can help me with this one.

Thanks for any help and Im sorry for my English Embarassed
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echo_Fremen



Joined: 01 Aug 2010
Posts: 2

PostPosted: Sun Aug 01, 2010 7:54 am    Post subject: Reply with quote

Its seems like ray tracing going on after displacement procedure so it physically cant be done during 1 render. I think render to texture could help me out but the main idea was automatic procedural shader. Too bad.

Mb some another way exists?
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