RobynsVeil opened this issue on Jan 24, 2009 · 490 posts
RobynsVeil posted Fri, 10 April 2009 at 9:07 AM
Little update on Matmatic shadering (don't wanna have young BagginsBill shuddering, so I won't post the code) ... here's what it produces:
5 materials for my latest character - to be published as soon as the testers give me the green light - in one sneeze: face (makeup set), limbs (for tatts, if I want them), nails, nipples (and other areas where I don't want my shader to over-ride the underlying texture) and skin. No, the code is not pretty - part of the reason is so that I can make a pretty arrangement in the mat room - but it seems to be working. HOWEVER, I'm still learning things about gamma correction and conservation of energy and keep runnng back to my code to tweak it some more.
I only do nodes in the mat room to check on colours, any more. Everything else is done in Matmatic. It is the most amazing tool... and if I understood maths a bit more, it would magnify the "amazing" to "phenomenal". So, I look at other people's code. There are some bright lights out there. Makes me feel really dim!
Key principles I go by in my code:
--if an image (colourMap) file is used, it's gamma-corrected before use, and un-gammaed after processing, before I output to the alt_diffuse channel. Sound right?
-- the diffuse values are balanced with the specular values (to equal 1 and no more than 1) in all instances before output.
Not even going to try to deal with AO or SSS or any of that - only just getting my head around this. What I would love to see is what other people have written in terms of scripts.
RuntimeDNA has been down for a while, which is frustrating since so many links here point to there. Any idea when they're planning on being back up? Wanna do some more reading!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]