Brecht's easter egg surprise: Modernizing shading and rendering

Yah color ramp - finally this works well.

As it looks the anisotropic shader is not officially in trunk. If you want to test it here is a build with Mikes patch:

Win32 (CPU only) http://dl.dropbox.com/u/20184740/Anisotropic%20shading_32.7z
Win64 (CPU only) http://dl.dropbox.com/u/20184740/Anisotropic%20shading_64.7z

I tried a GraphicAll build just to give try at ColorRamp, it was a non-optimized build, and it crashed Blender+nvidia drivers while tweaking values of the ramp

marcoG_ita, try a build from http://builder.blender.org/download/
beyond 45176.

Cheers, mib.

Thanks mib, the build bot eheh, you’re right. I’ll give it a try.

Cheers, marcoG

ummm… i have a strange problem… not sure what it is… anyhow…

im rendering a light bulb
with Cycles, When i render the viewport its rendering to my satisfaction…
the glass is clear i can see though it and i can see the filament inside.
however when i press the render button it looks totally different!
nothing like what the preview render looked like,
even though my render preview was looking through the cameras view.

So… why would my render(or f12 render) look different than rendered view?

that didn’t fix it, color management is already turned on,
i turned on “full sample” to try that and still
doesn’t work… pretty weird.

my problem isnt a dark image, my problem is my glass isnt going transparent, when i (f12)render

it looks fine in the render preview window, but when you (f12 render) it looks like a shiny non-transparent light bulb… kinda weird…

I am not sure if this is a bug or something similar but I feel that the colors between the preview and textured rendering are fliped.
It is actually pretty cool that you can preview the fresnel effect in realtime in the textured view.

Shadow pass support
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=45242
Option to render the current active render layer in the 3D Viewport
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=45239
Image Output node in Cycles gets alpha output socket
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=45240
Background images support
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=45238

Oh, cool implementations! Really happy about blendix helping Brecht regarding Cycles.

Yay, shadow pass! Even if it’s not finished yet (or is it and it just won’t take mesh emitters into account? Am I misinformed?), it’s still cool.

afaik Blendix is Brecht’s nickname :wink:

heheh blendix is brecht.

Sweet and tasty epic fail!

I really thought his nickname was Brecht too. Now i’m sad he’s alone again

Background images support
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=45238[/QUOTE]

Is this working? Anyone tested?

Yes it works, when you enable “Transparency” in the Film tab.

Got it now. Thanks for the tip Thomas :yes:

It works only in viewport, is nice, but in render after F12 it doesn’t. Is it possible, please?

Background Images are of course only for the 3D View. If you want to combine Render (F12) and Image, use the compositor.

Hey Brecht,

out of curiosity, would it be possible to for example only extract the glossy reflection of lets say a glass shader for overlaying this onto a diffuse material or might it be possible to add a material which is transparent but has a glossy value?

When trying to create car paint the mixing shader approach shows some significant limitations when it comes to layering materials and simulating a coated surface because the coating is transparent. Somehow this transparent material needs to be added and not mixed into the finale shader.

I think this would also be very applicable to any other material where you want to work just on a reflection value alone.

+1!

been thinking about this too. using the mix shader unfortunatly will bring in the color of the glossy shader (ugly grey for example) and giving the glossy shader a texture as a color input gives strange results too. using an add shader is (afaik) not really correct for two reasons:

  • a material can reflect black too. not possible with the ADD shader. For example: if the diffuse part is blue then it wont get any darker with an added glossy shader.
  • the material will reflect more energy than received. (i like this freedom but in this case it doesn’t help)

cheers :slight_smile: