Sculpt shaders

I am sure everybody seen Zbrush realtime shaders. Not only beautyful but useable too: better feeling of the shape.

I try to make sculpt shader with a trick: reflection texture mapping in realtime view. When you assing a texture to the faces, you can set the Image/Realtime texture mapping/Reflection. If you use tricky textures, you can se like this:
http://www.etyekfilm.hu/head_shader_test.jpg

I make these textures for this trick:
http://www.etyekfilm.hu/blender_shader_test_1.jpg
http://www.etyekfilm.hu/blender_shader_test_2.jpg
http://www.etyekfilm.hu/blender_shader_test_3.jpg
http://www.etyekfilm.hu/blender_shader_test_4.jpg
http://www.etyekfilm.hu/blender_shader_test_5.jpg
http://www.etyekfilm.hu/blender_shader_test_6.jpg
http://www.etyekfilm.hu/blender_shader_test_7.jpg

Another trick that you can see on the old man head screens: vertex color! You can bake a fake vertex color ambient occlusion at Vertex color mode Paint/Self Shadow Vcol(AO).

Sadly, textures dont see when “partial redraw” on.

Sorry for my bad english. :slight_smile:

That’s a good one. How did you make the textures?

I use an angular reflection map that I painted with simple brushes. :slight_smile:

very-very cool.
does the material have any effect on memory consumption, or refresh rate (updating the view and the speed of sculpting)?

I dont think, because the modern videocards has power to render simple shaders like a reflection texture without slowing.
I am sure about no plus memory using.

Wow, this is über-cool!
Can we see some wireframes (screenshots from edit mode) of that head? Just to compare the textured images with the mesh.

/ Mats

OMG!!!

YOU RULE!!!

That is the most awesome trick I have seen yet!

I have been whining , and crying for a real time cavity shader in blender ever since Zbrush 3.0 came out with the awesome real time cavity shaders, and the real time soft shadows.

Thank you very much for shareing this with us :slight_smile:
Once again… YOU RULE!!

Ok, thanks, but the only one thing that like caviti is the vertex AO that is in not realtime. :slight_smile:

If you want to make the metal material just make a gradient image with sphere selected and a light grey to a dark grey color.

We need a python script to auto bake the AO, after every sculpt brush stroke :slight_smile:

or perhaps a nice hotkey, so we can do it “on the fly”

it’s nice but thats one area the GLSL stuff would come in handy. Ah glsl, where be you hiding …

An idea: vertex color change when sculpting. When drawing “in”, vertex color decreasing, when drawing “out” vertex color increasing.

Neat! :slight_smile:

I love the zbrush shader that has this color

http://www.treyharrell.com/gtute/part5img/day5preview.jpg

http://www.artstorm.net/blog/wp-content/uploads/2007/06/zbrush-doodle-fantasy-creature.jpg

I think it’s like wow xD … it would be great if you could manage to reproduce it as close as you can :smiley:
Cheers!

um… sorry, I can’t figure out the settings for getting it to show up properly on the sculpt object. Are the demo pics above realtime or only after render? If they’re realtime, what settings do you use to get them to work properly?

they are real-time, i figured it out, or well, rather remembered a lil’ oldie - but a goodie… might make a screen recording later showing the set-up off, but for now… I’m out… got drinkin’ to-do ya know…? :smiley:

(its actually + decrees outside! beer all the way!) :slight_smile:

Dread Knight you couldn’t make shaders like that, those are rendered images, not realtime.

No, that Zbrush shaders are realtime! Zbrush has very good realtime shaders, because it uses software rendering.

Thats a nifty trick. Thanks for sharing.

Very nice effect! I love the shaders in Zbrush, and having them in blender is great. Thank you endi!

Well here you are:
edited - dead link

Made quick without any proper pre-planning though.
But should get the idea across, no sound. :slight_smile: