View Full Version : Shader Collection - Update: Organic Lighting
leviatan1001
11-07-2010, 07:37 PM
Currently, im focused on developing real life lens, photography film behaviour, and other post-process effects. I have no previous HLSL experience, so im learning atm.
I will post all shader-related here.
Well, after implementing a god rays post process, i didnt find it useful, because i dont want to apply it to the whole scene, so i started thinking in aplying it just to a texture:
Sky God Rays
http://lh6.ggpht.com/_FIwkRjgQ8DQ/TNdY-FhK1KI/AAAAAAAAAxY/gB2Fct0gtEU/29.jpg
Cross-Processing (http://en.wikipedia.org/wiki/Cross_processing)
http://lh5.ggpht.com/_FIwkRjgQ8DQ/TNjIauNSgeI/AAAAAAAAAx4/OOMyD5odjE4/30.jpg
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TNjIbdHOmII/AAAAAAAAAx8/bAdBOCAgGFg/31.jpg
Bleach Bypass (http://en.wikipedia.org/wiki/Bleach_bypass)
http://lh3.ggpht.com/_FIwkRjgQ8DQ/TNjO0VKNsgI/AAAAAAAAAyE/5OeJMhzgmeA/32.jpg
HDR tonemapping
http://lh5.ggpht.com/_FIwkRjgQ8DQ/TOBvfYEfm1I/AAAAAAAAAyk/dNLseOgkLA8/38.jpg
Custom Screen Space Antialiasing
http://lh5.ggpht.com/_FIwkRjgQ8DQ/TSJi44ZX4fI/AAAAAAAAA0k/s0P6C4U2Sk4/43%20Custom%20antialiasing.jpg
Depth Based Chromatic aberration
http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSTYh2grvvI/AAAAAAAAA2M/V0R1QhCDm_s/Color%20Aberration%20Unreal%20Shader%20%20accordin g%20to%20z-%20depth.jpg
http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSTYh0Yu1VI/AAAAAAAAA2Q/LuwkBw2LxaA/Color%20Aberration%20Unreal%20Shader.jpg
Radial Lens Distortion
http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSUFQOToD-I/AAAAAAAAA2w/hIEZ4NeoJpE/cubic%20lens%20distortion.jpg
Custom DoF
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSVbGwBHsMI/AAAAAAAAA28/bDWE7lFDBK0/custom%20dof%202.jpg
http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSZ7jeueVBI/AAAAAAAAA3Q/zse12gba2cw/s1440/New%20Dof%20Algorithm.jpg
Anamorphic Lens Flares
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSivOQgWfpI/AAAAAAAAA54/1wFavJiQkDc/s1440/124.jpg
Blinn Specular Model
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TS4xp-uu4KI/AAAAAAAAA6Q/qhmUfMS6r-w/s1440/new%20Blinn%20specular%20model%202.jpg
Oren-Nayar Diffuse model + Cook-Torrance Specular Model
http://dl.dropbox.com/u/16565603/shader%20collection%2001.jpg
Oren-Nayar Diffuse Model + Blinn Specular Model
http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTMQr_mzXcI/AAAAAAAAA6o/5SzYSBIIpIU/oren-nayar%20blinn%202%20YES.jpg
Relief Mapping
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TTXn1QQVf8I/AAAAAAAAA8A/j5RRICDF3bE/s1440/relief%20mapping%20aka%20AWESOME%20MAPPING.jpg
http://lh3.ggpht.com/_FIwkRjgQ8DQ/TTYjnaS3r6I/AAAAAAAAA8U/dYRZxk7cTrc/s1440/relief%20mapping.jpg
Dust Layer
https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TV9XDiqLYtI/AAAAAAAAA_4/-QjnHN4g900/s1440/vector%20up%20layer%2004.jpg
Fresnel Reflections
http://dl.dropbox.com/u/16565603/fresnel%20reflections%2003.jpg
https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XCloV_yI/AAAAAAAAA-8/8AuF6REcvR0/s1440/vector%20up%20layer%2001%20%2B%20fresnel%20reflect ions.jpg
Ocean Waves:
https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TWWdclFw3LI/AAAAAAAABAc/WD0tjfnd61M/waves.jpg
Link (http://www.youtube.com/watch?v=rNIAZWU0fYI) Article (http://dmg3d.blogspot.com/2011/09/ocean-shader-20.html)
Hardcoded Blinn Specular Model
https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TW_qWY-eJFI/AAAAAAAABBY/uvdrZwCa_S0/s912/hardcoded%20blinn%20specular.jpg
Car Paint
http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader%2003.jpg
Skin
http://dl.dropbox.com/u/16565603/SkinHead_01.jpg
Skin in Action Video (http://www.youtube.com/watch?v=UWFZ2j_NWIo)
Comparison images and more info here (http://dmg3d.blogspot.com/)
Ocean 2.0 (wip dx9)
http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_03.jpg
Cloth
http://www.davidmiranda.me/wp-content/uploads/2011/12/ClothComposite.jpg
Translucency
http://www.davidmiranda.me/wp-content/uploads/2011/12/TranslucencyComposite.jpg
http://www.davidmiranda.me/wp-content/uploads/2011/12/TranslucencyComposite_sculptures.jpg
Glass
http://www.davidmiranda.me/wp-content/uploads/2012/01/Glass_01.jpg
http://www.davidmiranda.me/wp-content/uploads/2011/12/MilkGlass.jpg
Organic Light Transmission + Convoluted reflections
http://www.youtube.com/watch?v=2DFos9qurFw
TheDopefish
11-07-2010, 07:50 PM
So in this case it's only applied to the material of the skybox? :)
It looks pretty neat, and it works like light rays, right?
http://blog.forgingfire.com/promos/shine/shine1.jpg
You should make a compilation thread of your shaders and work in progress stuff, starting with the sharpening shader ;)
leviatan1001
11-08-2010, 02:57 AM
So in this case it's only applied to the material of the skybox? :)
It looks pretty neat, and it works like light rays, right?
Yes, thats it.
Independentsoul
11-08-2010, 01:12 PM
Good work it looks realy good I might use this idea aswell :P ! make some screenshots of diferent angles so I can see if it is view depdent indeed
btw any detail on how you made the view dependent texturing within UDK? http://lh5.ggpht.com/_FIwkRjgQ8DQ/TLfePz0uGHI/AAAAAAAAAts/dV6-Dtn4kks/s1024/soft%20light%20simulation.jpg
foad-torfi
11-08-2010, 01:24 PM
Oh my god ,very very nice bravo:)
leviatan1001
11-09-2010, 12:02 AM
Good work it looks realy good I might use this idea aswell :P ! make some screenshots of diferent angles so I can see if it is view depdent indeed
btw any detail on how you made the view dependent texturing within UDK? http://lh5.ggpht.com/_FIwkRjgQ8DQ/TLfePz0uGHI/AAAAAAAAAts/dV6-Dtn4kks/s1024/soft%20light%20simulation.jpg
I will tell you how its made, but once you reply my PM's :D
TheDopefish
11-09-2010, 04:43 AM
Whoa, I can't believe I've never heard about Cross-processing before! Looks really neat to :D
Good job!
I'm having a hard time telling how good your bleach bypass is :(
Would you mind taking a test shot from this scene?
http://img440.imageshack.us/img440/4930/bleach01.jpg
This is my version of it with a bleach bypass made in Photoshop, and increased blutone:
http://img19.imageshack.us/img19/6783/bleach02o.jpg
And here's Independentsoul's version:
http://img9.imageshack.us/img9/6295/bleach03.jpg
Might be good to perhaps have a clamp for the brightest areas, so they don't get too overexposed... but that might be ruining the effect.
EDIT:
Oh, and I presume you use the custom node and write your own HLSL to create these effects. Would you be able to recreate them with the UDK preset nodes?
EDIT2:
Here we go with the screenshots you asked for.
GDC_FeaturesDemo with Lighthouse setup:
http://img194.imageshack.us/img194/2521/cansino.jpg
DM-Deck with Lighthouse setup:
http://img585.imageshack.us/img585/1642/fullpostprocess.jpg
DM-Deck just Bleach Bypass:
http://img813.imageshack.us/img813/1739/bleachbypass.jpg
Independentsoul
11-11-2010, 04:58 PM
hehe I have an real enemy to fight with (mate) !! leviatan keep your work up !!! I love your cross processing any infos? I would share one of my post processes for it :)
leviatan1001
11-11-2010, 05:35 PM
Haha, no, please, i dont have anything to do with you!! Youre the boss, i have just started with the HLSL pain. But i agree with sharing some code ;)
Independentsoul
11-11-2010, 05:42 PM
hehe thanks your work is realy good for just a start!!
I sent you an udk email , reply before you test the code ,wich I sent you.
by the way take a look at my thread I made a new version of my car paint shader what do you think about it?
leviatan1001
01-06-2011, 10:01 PM
Added:
Lens Distortion with chromatic aberration.
Depth based color aberration
Custom Dof function
Custom antialiasing
Edit:
Modified blur algorithm to texel based instead simple offseting. 2 z-Depth Layers to focus at certain distance:
http://lh6.ggpht.com/_FIwkRjgQ8DQ/TSZ7jeueVBI/AAAAAAAAA3Q/zse12gba2cw/s1440/New%20Dof%20Algorithm.jpg
http://lh5.ggpht.com/_FIwkRjgQ8DQ/TSaFUtgE1WI/AAAAAAAAA4I/TWRy1ZwcsWY/s1440/New%20Dof.jpg
TheDopefish
01-06-2011, 10:22 PM
Cool stuff, and welcome back! :D
What's your thoughts with the DoF function? :)
leviatan1001
01-06-2011, 10:24 PM
Cool stuff, and welcome back! :D
What's your thoughts with the DoF function? :)
My thoughts... better than i spected 14h ago, when i started with it xD
TheDopefish
01-07-2011, 11:09 AM
My thoughts... better than i spected 14h ago, when i started with it xDOh, I meant why did you start working on a new DoF, and what's your goal with it? :)
Is it to make it quicker, or look better?
leviatan1001
01-07-2011, 12:00 PM
Oh, I meant why did you start working on a new DoF, and what's your goal with it? :)
Is it to make it quicker, or look better?
It looks better than the default one and than my old one too.
Extra! Anamorphic Lens flares!
http://lh5.ggpht.com/_FIwkRjgQ8DQ/TSdkwuQ_JZI/AAAAAAAAA5M/-ykj5cY44H4/s1440/anamorphic%20lens%20flares%202.jpg
TheDopefish
01-07-2011, 11:07 PM
http://599productions.com/599/Media/Anamorphic_Flare_Tests_Pic.jpg
http://www.deep-focus.com/dfweblog/images/480_AR_alien-lens-flare.jpg
Think it might be better to make the flare itself brighter, and add a glow to the source point of the flare. Something along these lines, although it might be a bit over the top ;)
http://img20.imageshack.us/img20/9428/anamorphic.jpg
leviatan1001
01-07-2011, 11:47 PM
In this scene is a little bit hard to make it strionger. This effect is good for dark scenes with shiny spots. But the oil field has a dynamic sky which usually creates large bright areas, and it burns the screen :D
Anyway, i think ive found a proper light range to create the flares:
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSfquad7m7I/AAAAAAAAA5U/a7loTqbA_08/s1440/117.jpg
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSfquhyeBUI/AAAAAAAAA5Y/kwyksKupNyM/s1440/118.jpg
Thank you for the example!
TheDopefish
01-08-2011, 12:29 AM
Looking good! :D
Also seeing the DoF comparision on your site, makes it easier to tell the difference between the original one and your new one.
leviatan1001
01-08-2011, 01:43 PM
More flares!
Remade the whole method:
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TSivOQgWfpI/AAAAAAAAA54/1wFavJiQkDc/s1440/124.jpg
http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSivOW4xi5I/AAAAAAAAA58/4Q8YLvgabNs/s1440/125.jpg
http://lh3.ggpht.com/_FIwkRjgQ8DQ/TSivOmNcDOI/AAAAAAAAA6A/4PqnGnyaFZo/s1440/126.jpg
TheDopefish
01-08-2011, 03:06 PM
Whoa, really cool stuff! :D
Very atmospheric with the cross-processing, vignette, film grain, dust particles and improved DoF! :D
makke007
01-11-2011, 08:39 AM
When will it be released ?
leviatan1001
01-12-2011, 06:05 PM
New specular model added, BLINN!
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TS4xp-uu4KI/AAAAAAAAA6Q/qhmUfMS6r-w/s1440/new%20Blinn%20specular%20model%202.jpg
http://lh6.ggpht.com/_FIwkRjgQ8DQ/TS4xqFvT3SI/AAAAAAAAA6U/M5Fr14l1OGg/s1024/new%20Blinn%20specular%20model.jpg
TheDopefish
01-12-2011, 06:09 PM
Looking good! Could you post from some more angles to see how that would alter it? :)
leviatan1001
01-12-2011, 06:16 PM
Here is:
http://lh3.ggpht.com/_FIwkRjgQ8DQ/TS414uJGjxI/AAAAAAAAA6c/Kl0Y_MzqEDY/s1440/new%20Blinn%20specular%20model%203.jpg
As the angle between the light and the camera is closer to 180, the specular shape gets stretched.
(Overbrighted for showing ;) )
BorisK
01-12-2011, 06:40 PM
ahaha dude i hate you. im sooo jealous of your work
how much industry experience do you have lol
Lost Haven
01-12-2011, 06:59 PM
Looking nice , would like to see it used in a game . Is it expensive to use in a game , hopefully it doesn't cost to much on the performance side . Either way I still could run it since I got a radeon hd4870 .
It looks very close to cgi quality . Did you use a material scene in the material editor to achieve this effect .
leviatan1001
01-16-2011, 02:11 PM
New Diffuse and Specular Models added!!
Oren-Nayar Diffuse Model + Cook-Torrance Specular Model
http://lh3.ggpht.com/_FIwkRjgQ8DQ/TTNA0gEli6I/AAAAAAAAA7E/GOnkSieLLc0/oren-nayar%20%2B%20cook%20torrance%2002.jpg
Oren-Nayar Diffuse Model + Blinn Specular Model
http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTMQr_mzXcI/AAAAAAAAA6o/5SzYSBIIpIU/oren-nayar%20blinn%202%20YES.jpg
Comparison images in my blog ;)
TheDopefish
01-16-2011, 03:00 PM
The Oren-Nayar Diffuse Model + Cook-Torrance Specular Model looks really nice! It's hard to tell how it looks with your Blinn Specular Mdeol. I wouldn't mind seeing original shader comparison between the two.
leviatan1001
01-17-2011, 01:15 PM
http://lh3.ggpht.com/_FIwkRjgQ8DQ/TTSG759PN9I/AAAAAAAAA7o/vRTquXVxM28/comparison%20diffuse%20specular%20models.jpg
leviatan1001
01-18-2011, 02:29 PM
Awesome Mapping, oh sorry, Relief Mapping :p
Here goes the most hard Shader of my collection. Credits goes to ATI, Nvidia, Ben Croward and Chris Schiefer for the Camera Vector x (1, -1, 1) trick.
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TTXn1QQVf8I/AAAAAAAAA8A/j5RRICDF3bE/s1440/relief%20mapping%20aka%20AWESOME%20MAPPING.jpg
leviatan1001
01-18-2011, 06:50 PM
Using it... awesome ... :rolleyes:
http://lh3.ggpht.com/_FIwkRjgQ8DQ/TTYjnaS3r6I/AAAAAAAAA8U/dYRZxk7cTrc/s1440/relief%20mapping.jpg
sueds
01-18-2011, 07:30 PM
It'd be cool if you shared that one. I have the policarpo version but I haven't converted yet to udk. Is this run smoothly on a normal pc?
TheDopefish
01-18-2011, 10:57 PM
That's pretty awesome work with the relief mapping! :D
What's the difference between parallax occlusion and relief mapping?
glra2222
01-19-2011, 07:58 AM
Just wondering about the texture (the blocks of basic shapes) that you use to test relief mapping - ive seen it used in a lot of different examples - what is that texture called - did you model it yourself of did you take a picture of four real blocks?
Xendance
01-19-2011, 09:43 AM
Awesome Mapping, oh sorry, Relief Mapping :p
Here goes the most hard Shader of my collection. Credits goes to ATI, Nvidia, Ben Croward and Chris Schiefer for the Camera Vector x (1, -1, 1) trick.
http://lh4.ggpht.com/_FIwkRjgQ8DQ/TTXn1QQVf8I/AAAAAAAAA8A/j5RRICDF3bE/s1440/relief%20mapping%20aka%20AWESOME%20MAPPING.jpg
How fast is the relief mapping material?
CoffeeGrunt
01-19-2011, 10:00 AM
From what I understand Relief Mapping uses short range Ray-Tracing right? That can't mean it's very efficient, no matter how well you code it.
seenooh
01-19-2011, 10:20 AM
That's pretty awesome work with the relief mapping! :D
What's the difference between parallax occlusion and relief mapping?
They differ algorithmatically only. Relief gets you a good result, but the Parallax Occlusion is better visually. Relief mapping is pretty expensive, and Parallax Ocllusion is much worse.
Piranhi
01-19-2011, 12:52 PM
Your Blinn Specular and Relief Mapping are coming along nicely, keep up the good work.
leviatan1001
01-19-2011, 02:48 PM
Hi there,
Well, relief / parallax occlusion / Steep parallax is the same. Thats what wikipedia says ;) Self shadowing can be added. At the end, one way or another, they look similar.
Parallax mapping is the worst method. I guess it is the BumpOffset mapping unreal includes.
Fast / Slow? Depends the number of samples. As always, the more samples, better quality.
Anyway, i dont see my framerate decreasing. It has 88 instructions with 50 samples.
glra2222
01-19-2011, 10:20 PM
Would relief mapping be more efficient in a situation say - you use that texture on all the walls of an entire room - than if you created the same effect through modeling?
TheDopefish
01-20-2011, 07:18 AM
Would relief mapping be more efficient in a situation say - you use that texture on all the walls of an entire room - than if you created the same effect through modeling?That question made me wonder, how would these handle decals, such as bullet holes?
leviatan1001
01-20-2011, 07:19 PM
Would relief mapping be more efficient in a situation say - you use that texture on all the walls of an entire room - than if you created the same effect through modeling?
Well, depends the situation. A nice example, as DopeFish says, would be decals.
I have made a fast test:
http://lh6.ggpht.com/_FIwkRjgQ8DQ/TTjQDIU9LlI/AAAAAAAAA8w/dfJYigHEAZ8/s1440/parallax%20Occlusion%2001.jpg
Targeted to 'things you cant do with geometry, but dont abuse' ;)
TheDopefish
01-21-2011, 06:20 AM
Oh, I meant the other way around. If there's a parallax occlusion/relief mapped material with lots of depth, how would it look if you added a normal decal ontop of it?
I guess using parallax occlusion/relief mapping for the bullet decals themselves would quickly become quite expensive :D
Chosker
01-21-2011, 06:47 AM
it would look bad in regular decals of course. I have my own parallax mapping and it shows a flat decal on top of the parallaxed object, which kinda kills the whole effect.
to fix it you'd need the decal to actually be able to be parallaxed from the object below's own parallax, and if there's even a way to do such a thing it would be overly complicated
leviatan1001
02-20-2011, 05:34 AM
New Stuff!
This method returns 1 on every surface wich Z is closer to 1. So, i can use that as mask to place a color.
Dust Layer
https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TV9XDiqLYtI/AAAAAAAAA_4/-QjnHN4g900/s1440/vector%20up%20layer%2004.jpg
Fresnel Reflections
http://dl.dropbox.com/u/16565603/fresnel%20reflections%2003.jpg
https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XCloV_yI/AAAAAAAAA-8/8AuF6REcvR0/s1440/vector%20up%20layer%2001%20%2B%20fresnel%20reflect ions.jpg
Btw, im working again with unreal professionally! at last !
kensoy
02-21-2011, 03:34 AM
Your game or whatever it is looks real good! great job! :)
leviatan1001
02-23-2011, 06:54 PM
New stuff!
Ocean Waves:
https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TWWdclFw3LI/AAAAAAAABAc/WD0tjfnd61M/waves.jpg
Link (http://www.youtube.com/watch?v=rNIAZWU0fYI)
See Math behind it? :D
Hboybowen
02-23-2011, 07:15 PM
lovely;) stuff
Brexer
02-24-2011, 06:44 AM
About the waves, the question is, how would this look on a small patch.
You have a REALLY large patch there, with intensly huge waves, smaller waves would have less vertex to play out on, and im unsure, if its smart to use that huge amount of vertex's for such a small ocean zone (imagine a intire ocean around a island or something, frame rate killer :P).
Also, would like to see the motion w/o it being in wireframe :)
The waves seems to defi logic, ive never seen waves move like that, i know, its probably a setting :)
Anyways, good looking ocean, could use more work, and dont see this as me being a jerk, im just saying it like it is, anyone can just say "awesome" and that dont help at all i guess.
RaPtOr_v9600
02-24-2011, 09:00 AM
New Stuff!
This method returns 1 on every surface wich Z is closer to 1. So, i can use that as mask to place a color.
Dust Layer
https://lh5.googleusercontent.com/_FIwkRjgQ8DQ/TV9XDiqLYtI/AAAAAAAAA_4/-QjnHN4g900/s1440/vector%20up%20layer%2004.jpg
Fresnel Reflections
http://dl.dropbox.com/u/16565603/fresnel%20reflections%2003.jpg
https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TV9XCloV_yI/AAAAAAAAA-8/8AuF6REcvR0/s1440/vector%20up%20layer%2001%20%2B%20fresnel%20reflect ions.jpg
Btw, im working again with unreal professionally! at last !
Nice man, cant say anything that is worthy, on what and with who are you working, professionally
leviatan1001
02-24-2011, 02:07 PM
About the waves, the question is, how would this look on a small patch.
You have a REALLY large patch there, with intensly huge waves, smaller waves would have less vertex to play out on, and im unsure, if its smart to use that huge amount of vertex's for such a small ocean zone (imagine a intire ocean around a island or something, frame rate killer :P).
Also, would like to see the motion w/o it being in wireframe :)
The waves seems to defi logic, ive never seen waves move like that, i know, its probably a setting :)
Anyways, good looking ocean, could use more work, and dont see this as me being a jerk, im just saying it like it is, anyone can just say "awesome" and that dont help at all i guess.
Its true its mad to make large and dense meshes for this. Ive tried today the new terrain system EPIC added to the current licensed build. Its like a terrain editor but its mesh is tesselated depending on the distance to the camera. Like crytek's terrain. I guess they will add it in the next public build. It seems to work fine and maybe this could be the solution.
Anyway, the correct way for standard static meshes should be making more tesselated the sea where its close to the coast. And as distance increases, the density decreases.
Another solution for people with money, is using Dx11, hehe. I guess i will not see it until 2060 :D
VendorX
02-26-2011, 09:28 PM
I'm impressed...
leviatan1001
03-03-2011, 02:52 PM
New archievement: understanding and modifying source shader files :D
Hardcoded Blinn Specular Model:
https://lh3.googleusercontent.com/_FIwkRjgQ8DQ/TW_qWY-eJFI/AAAAAAAABBY/uvdrZwCa_S0/s912/hardcoded%20blinn%20specular.jpg
Just to check everything was OK, Blinn created with nodes for comparison:
https://lh4.googleusercontent.com/_FIwkRjgQ8DQ/TW_qWUkPG-I/AAAAAAAABBc/95Au07C47DI/s912/node%20created%20blinn%20specular.jpg
It seems to work :D
TheDopefish
03-03-2011, 04:04 PM
I believe the lighting models might be one of the things that makes all the Unreal Engine driven games seem so similar. Sort of how you could tell which games were using the Doom 3 engine due to the shadows.
So any steps to rip that out and change it all together gets my approval! :D
MasonThird
03-30-2011, 10:49 PM
Will you release your ocean shader? :)
leviatan1001
07-22-2011, 07:24 PM
After a while being busy, at last i have had some free hours to work on new stuff:
Car Paint:
http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader.jpg
http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader%2002.jpg
http://dl.dropbox.com/u/16565603/Custom%20Car%20Paint%20Shader%2003.jpg
This was the reference (http://cg.cs.uni-bonn.de/aigaion2root/attachments/Kugel_BASF_Uffizi.png-60659f8eaed5bc0c8f09e886ffb49292.png)
And some examples of the power of
Cook-Torrance and some other custom stuff:
http://dl.dropbox.com/u/16565603/shader%20collection%2001.jpg
Hope you like ;)
TheAgent
07-22-2011, 07:40 PM
Great stuff. The car shader is really nice to look at.
Kyle_Katarn
07-22-2011, 08:18 PM
Ooh, that car shader is sexy!
Hellclown
07-22-2011, 08:48 PM
So, do I pay you to use all these really pretty wonderful shaders or do I just have to ask nicely?
glra2222
07-31-2011, 11:34 AM
hey leviatan, just wondering if that oren-nayar shader can be implemented without combining it with a specular shader? i've replicated the oren-nayar + cook-torrance shader successfully but if i use the oren-nayar by itself there are lots of artifacts such as pixelated black spots.
leviatan1001
08-02-2011, 06:50 PM
hey leviatan, just wondering if that oren-nayar shader can be implemented without combining it with a specular shader? i've replicated the oren-nayar + cook-torrance shader successfully but if i use the oren-nayar by itself there are lots of artifacts such as pixelated black spots.
Thank you guys.
Mmm... black spots... Mines works okay. Of course you can only make the diffuse component and forget any specular form. Dont forget to connect the albedo to the customDiffuse channel.
Well, after weeks of work and experimentation, here is a wip skin:
http://dl.dropbox.com/u/16565603/SkinHead_01.jpg
http://dl.dropbox.com/u/16565603/SkinHead_02.jpg
seenooh
08-02-2011, 10:30 PM
Cool. How much instructions?
Mr.Illusive
08-03-2011, 01:51 AM
Very nice work. I seriously need to learn how to do this. Unfortunately, the sight of code is intimidating to me. :p
-Mr. Illusive
Dany0
08-03-2011, 05:13 AM
Your work seems amazing dude! Whatever you touch turns into spectacular work of art!
leviatan1001
08-04-2011, 02:51 PM
Cool. How much instructions?
Well, the number of instructions don't tell you how expensive a material is. The counts aren't correct, since hlsl code is not included
seenooh
08-06-2011, 07:46 AM
So, how expensive is it in your opinion?
Dany0
08-06-2011, 01:32 PM
I think he ment assembly instructions.
leviatan1001
08-21-2011, 05:16 PM
Skin Shader Video (http://www.youtube.com/watch?v=UWFZ2j_NWIo) ;)
Mr.Illusive
08-21-2011, 05:30 PM
Amazing work! The most realistic shader I've seen in UDK yet! I think this one even tops the Samaritan version in terms of realism. Good job!
-Mr. Illusive
samuraiwu
08-21-2011, 11:07 PM
Wow!Fantasic!Would you please share some tutorials?
seenooh
08-22-2011, 05:46 AM
Is this skin shader feasible for games?
leviatan1001
08-22-2011, 12:03 PM
Is this skin shader feasible for games?
Yeah, its not too expensive, but i should use it just in cinematics, since you cant apreciate such kind of realism in a standard gameplay.
The thing in profesional game dev is: never make what the player cant apreciate, its a money and memory wasting :D
But im a freak, so... hehe
the_contradiction
08-24-2011, 06:56 AM
hey leviatan, what was the technical name of this skin shader that you had posted on your thread title a few weeks back?
leviatan1001
08-24-2011, 12:07 PM
hey leviatan, what was the technical name of this skin shader that you had posted on your thread title a few weeks back?
Do you mean sub surface scattering?
the_contradiction
08-28-2011, 03:23 AM
Do you mean sub surface scattering?
hi, it wasn't sss, it was something similar to oren-nayar or cook torrance, except it was for your skin shader - a name from one of those research papers.
online|offworld
08-28-2011, 09:38 PM
hey there leviathan1001, are you planning to release these shaders?
I've got a short I'm working on in blender, but I like your car and skin shader so much I might think about doing my animation as machinima in UDK if they became available...
leviatan1001
09-03-2011, 12:49 AM
I have never been happy with my previous waters, so here is my best:
http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_03.jpg
http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_02.jpg
http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_01.jpg
Still in progress. While my nvidia is still alive, Im running this madness in dx9.
Ill post a video once i finish it. I would like to add more stuff, like foam at the top of the waves, but i already reached the maximun instructions allowed in dx9 xD
The inspiration for this one was of course crysis or Just cause.
Mr.Illusive
09-04-2011, 12:14 AM
Looking nice. :)
-Mr. Illusive
Graylord
09-04-2011, 01:01 AM
Damn, I could really have use for your metal shaders.
leviatan1001
09-05-2011, 06:30 PM
For all the people who ask me about the ocean waves, here is an Article (http://dmg3d.blogspot.com/2011/09/ocean-shader-20.html)
ambershee
09-06-2011, 05:26 AM
That's a nice article - satisfies my passing interest. Much appreciated :)!
leviatan1001
09-10-2011, 01:36 PM
http://dl.dropbox.com/u/16565603/Shaders/09.2011_OceanShader_04.jpg
dcrosby
09-12-2011, 03:30 AM
Any "Articles" on that Car Paint Shader ? :D
leviatan1001
10-10-2011, 06:39 PM
Im working on my new web page. And the ocean paper is ready for the public!
http://davidmiranda.me/
unreal_polyneutron
12-04-2011, 01:27 PM
@leviatan1001 Man your works are great! Especially I like the specular ones! Very realistic and beautiful! And I guess - DX9? If so it's even greater than people expect because it brings almost the same quality as DX11 does but no so many people use DX11 hardware yet, so they would appreciate that (me too :)) So would you release your shaders/ codes etc. or it's kinda 'trade secret'?
leviatan1001
12-19-2011, 05:38 PM
Using several methods learned and custom designed ones I got this master cloth shader:
Cloth
http://www.davidmiranda.me/wp-content/uploads/2011/12/ClothComposite.jpg
By tweaking parameters you can go from towel to silk looking.
leviatan1001
12-22-2011, 03:20 AM
Translucency
http://www.davidmiranda.me/wp-content/uploads/2011/12/TranslucencyComposite.jpg
ambershee
12-22-2011, 04:29 AM
Your translucency blows mine out of the water. I've had all manner of issues with mine, such as how to go about grabbing the right information (I pass almost everything in as parameters via script at present). I wouldn't mind having a chat about the implementation at some point (in about two weeks - I'm in Cambodia right now). I had intended to build a little Dx11 demogame that revolved around playing with lights and a decent scattering model for translucent materials (like jade) was something I have been trying to obtain! :)
leviatan1001
12-22-2011, 06:33 AM
Dont get impressed! The method is completely wrong, hehe. Thickness is stored in a texture, but not in the correct way, which is explained by this diagram:
http://http.developer.nvidia.com/GPUGems/elementLinks/fig16-03.jpg
Its impossible to that in UDK. So I just rendered a local thickness map.
Anyway, some smart shots here:
http://www.davidmiranda.me/wp-content/uploads/2011/12/TranslucencyComposite_sculptures.jpg
IllpIll
12-22-2011, 01:07 PM
absolutely beautiful, I would love to work with that shader for my marble sculpture models... I would hope you would make some of these available to the community in the future.
leviatan1001
01-16-2012, 03:46 PM
New one:
http://www.davidmiranda.me/wp-content/uploads/2012/01/Glass_01.jpg
http://www.davidmiranda.me/wp-content/uploads/2011/12/MilkGlass.jpg
UnWheelModeller
01-17-2012, 01:10 PM
Great work as always!!
Steven
evol_X
03-01-2012, 11:11 AM
nice..you are unreal shader masterchief
now only if we could see a videos instead of pictures :)
tuxmask75
03-07-2012, 09:22 AM
Would love to see how you set up some of the materials! especially the glass stuff!
leviatan1001
04-30-2012, 08:15 AM
Organic Light Transmission + Convoluted reflections
http://www.youtube.com/watch?v=2DFos9qurFw
love your water scene, looking damn hot :)
systemic
04-30-2012, 02:21 PM
Really nice work, Leviatan! For your anamorphic lens flare, did you create that within the lens flare editor or is that some kind of post processing effect? Thanks!
leviatan1001
04-30-2012, 02:27 PM
Post process. I recommend not doing that xD
joshua.fontany
05-01-2012, 04:45 AM
Just got a chance to read the whole thread.
Excellent stuff, leviatan! Really great. Shows just how far you can push UDK as a renderer.
MortisEquilibrium
05-18-2012, 07:34 AM
Is it possible to post the code to do this stuff in a zip file?
TheMetaMorphe
05-21-2012, 02:02 PM
Great work ! On the transmission shader did you modify the way that udk handle the shadows ?
leviatan1001
05-21-2012, 02:32 PM
Great work ! On the transmission shader did you modify the way that udk handle the shadows ?
Thanks,
No, thats impossible for me :D
TJ_MkII
09-01-2012, 05:25 PM
Any chance you can put tutorials up for these materials, or download links or something?
It's all very well showing off what you can achieve, but not much help to those trying to achieve it! Teach what you know o'great shader wizard!
EDIT: Just visited your site, you are an artistic genius sir. And you scripted some of these Shaders in raw HLSL? How do you even begin to learn to do that, let alone do it to achieve desired results..?!
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