Hi
I am thinking to develop a SI plugin to get a realtime display of the volume shaders in the SI viewport.
I am searching for input from multiple sides.
1) Artists using the shaders.
What do you expect (beside seing the volume), any switches you want to have?
2) Development of the Shaders.
I never touched any realtime shaders, so if anyone has any hints on the implementation, let me know.
Which type of realtime shader should be used, where are problems, would it be compatble with e.g. the Maya viewport, ...
3) Similar plugins.
Do you know any other plugins for SI that display custom stuff?
4)And at last, if you know someone who can just develop this shader, let me know.
Saves a lot of time
thanks,
DD
Realtime shader experience? Requests? 3rd party RT shaders?
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- Posts: 4
- Joined: 22 Jul 2011, 01:29
Re: Realtime shader experience? Requests? 3rd party RT shaders?
You should try and contact Andreas Felix Gebhardt, his volume shader, that he made from the Loom short still pop-up every time
someone talk of realtime Volume Shader.
someone talk of realtime Volume Shader.
Re: Realtime shader experience? Requests? 3rd party RT shaders?
This would certainly be very useful. Nvidia had a demo a long time ago, I'm not sure if they have any libraries that could be useful:
http://www.nvidia.com/coolstuff/demos#!/box-of-smoke
It would be good if it had quick simple quality controls like the render region tool and hopefully didn't take too long to convert the shaders like the current "HQVP" does, which makes it somewhat less than useful.
Other than that, speed and relatively accurate preview are the two key features that would be most helpful. It would have to support algorithmic textures somehow as these are key to almost any volume render.
http://www.nvidia.com/coolstuff/demos#!/box-of-smoke
It would be good if it had quick simple quality controls like the render region tool and hopefully didn't take too long to convert the shaders like the current "HQVP" does, which makes it somewhat less than useful.
Other than that, speed and relatively accurate preview are the two key features that would be most helpful. It would have to support algorithmic textures somehow as these are key to almost any volume render.
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