Zoltan has created a very nice and elaborate tutorial about MetaSL based texturing in 3ds Max. Take a look and give it a try. During the series of articles, you will learn how to create this:
"This series of articles are about a texturing workflow and the related set of shader nodes called MUSH (MetaSL Utility Shaders). They allow the artist to texture up a mesh in high definition while keeping the artistic freedom to experiment and tweak the visuals in a simple way. These solutions are targeted mainly at game asset creators but might be useful to anyone who could live with the limitations of the methods."
- Zoltan
Part I: Overview
Part II: A basic example
Part III: Baking
Part IV: Displacement
Part V: An advanced example
Part VI: Tips and tricks
Part VII: Known issues
Part VIII: Node reference
If you like Zoltans work, also check out this article here:
http://www.zspline.net/blog/deposit-shader-in-mentalmill/
This blog focuses on mental mill, MetaSL, shading, 3d computer graphics and much more. Come by to see interesting shaders, effects, ideas and more.
Wednesday, August 31, 2011
Friday, August 12, 2011
Water shader study
Here is a study of a water shader that I created a little while ago. The shader is based on a simple idea of using a black and white height map and a normal map that defines the heightmap where the water will be and how the normals are oriented.
Download the project file here.
See the screenshot of the shader network inside the Phenomenon. Many parts could be wrapped into Phenomena themselves, but I leave that to the users as a practice.
How the effect is created (a rough overview)
Two different procedural perlin noises are combined to a float2 that is biased around 0 so that the values vary between -1 and 1. These values are used for
The height information is used to create the falloff of the water (when it fades to the water color). Caustics are generated by using a special shader that is fed by the procedural float2 value.
All effects are finally combined and composited: Reflection, (fake) refraction, water color, caustics to generate the final look of the surface.
What to improve
The next things that would be interesting to do is, to find a way to replace the procedural waves with some cheaper normal textures that would save a massive number of instructions. However, this would raise the question how the caustics are generated, since this is done in a special shader.
Download the project file here.
See the screenshot of the shader network inside the Phenomenon. Many parts could be wrapped into Phenomena themselves, but I leave that to the users as a practice.
How the effect is created (a rough overview)
Two different procedural perlin noises are combined to a float2 that is biased around 0 so that the values vary between -1 and 1. These values are used for
- texture coordinate distortion (for the fake-refraction texture lookup)
- caustic generation
- water normal generation
The height information is used to create the falloff of the water (when it fades to the water color). Caustics are generated by using a special shader that is fed by the procedural float2 value.
All effects are finally combined and composited: Reflection, (fake) refraction, water color, caustics to generate the final look of the surface.
What to improve
The next things that would be interesting to do is, to find a way to replace the procedural waves with some cheaper normal textures that would save a massive number of instructions. However, this would raise the question how the caustics are generated, since this is done in a special shader.
Thursday, August 4, 2011
New debuggers for debugging within mental mill
I have created a set of Phenomena that assist you in debugging Colors and float2 as well as float parameters. The float debugger is basically the same as built into mental mill, but you are encouraged to open the Phenomenon and study what's inside there. The details are all described in the entry on the forum. Feel free to disassemble the Phenomenon and pull it apart, enhance it or create your own flavors.
Especially the color debugger has been enhanced and has more options than the built-in color debugger. It is more readable than the color encoding of the built-in debugger.
Here is the location where you can also download the mental mill 1.1 project file:
http://forum.mentalimages.com/showthread.php?8616-Debugging-colors-floats-and-float2s
Especially the color debugger has been enhanced and has more options than the built-in color debugger. It is more readable than the color encoding of the built-in debugger.
Here is the location where you can also download the mental mill 1.1 project file:
http://forum.mentalimages.com/showthread.php?8616-Debugging-colors-floats-and-float2s
Float debugger: Works basically like the built-in preview window debugger, but shows colored overlays instead of just clamping or repeating the values. |
float2 debugger: debugs float2 parameters and shows a colored overlay where values go beyong or below the min/max range. Additionally it outputs the length as a float value. |
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