Hi Guys,
Such great interesting paper about flakes/glint http://igg.unistra.fr/People/chermain/real_time_glint/ also an web GL version http://igg.unistra.fr/People/reproctex/ ... ime_Glint/ I'm wondering if such thing would be able to do on the shader as new feature, I use flakes as OSL script at the moment made by Mads Drøschler based on triplanar position work great but require tweek for scale and etc, but honestly is one is just amazing here a link https://github.com/gkmotu/OSL-Shaders/b ... Flakes.osl better then the actual on the Live DB.
well this could be a lovely feature inside octane shader?
Best,
JO
Flakes/Glints
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- Jolbertoquini
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- leehenshall
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Wow this Flakes.osl is much better than the old chaos group one. Thanks for sharing this.
The Realtime glint example is really impressive. It would likely be much more render efficient when trying to make a really dense glitter effect than using a normal map.
I did post a feature request months ago for better native car paint flakes etc but I think this should also apply for glitter effects.
https://render.otoy.com/requests/?qa=58 ... car-paints
Rendering sand and snow would be much easier with an off the shelf glint material layer/bsdf or integrated osl.
The Realtime glint example is really impressive. It would likely be much more render efficient when trying to make a really dense glitter effect than using a normal map.
I did post a feature request months ago for better native car paint flakes etc but I think this should also apply for glitter effects.
https://render.otoy.com/requests/?qa=58 ... car-paints
Rendering sand and snow would be much easier with an off the shelf glint material layer/bsdf or integrated osl.
- Jolbertoquini
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leehenshall wrote:Wow this Flakes.osl is much better than the old chaos group one. Thanks for sharing this.
The Realtime glint example is really impressive. It would likely be much more render efficient when trying to make a really dense glitter effect than using a normal map.
I did post a feature request months ago for better native car paint flakes etc but I think this should also apply for glitter effects.
https://render.otoy.com/requests/?qa=58 ... car-paints
Rendering sand and snow would be much easier with an off the shelf glint material layer/bsdf or integrated osl.
Yes this flake sis amazing the fact you have much more choices and results are great, is missing the colorised flake I try that by palying with film layers and create specific shader for that works well not the best but fine enough I would say.
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How to denoiser deal with this ?
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
- leehenshall
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Is it possible to use this version of Flakes with Tri-Planar?
- leehenshall
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The re-purposed Chaos Group flakes map that comes built into Octane has a projection pin that was added here:
I exported some geometry that has no uvs to test. Here is the Chaos Group/Octane native OSL node:
The better OSL Flakes from this thread doesn't have a projection pin slot. However I think it might be built into the OSL code.
If I switch the new flakes OSL to UV mode then I get nothing (which is expected because there are no UVs)
If I switch it into world or object mode then it seems to apply automatic mapping somehow.
Seems to work well.
I exported some geometry that has no uvs to test. Here is the Chaos Group/Octane native OSL node:
The better OSL Flakes from this thread doesn't have a projection pin slot. However I think it might be built into the OSL code.
If I switch the new flakes OSL to UV mode then I get nothing (which is expected because there are no UVs)
If I switch it into world or object mode then it seems to apply automatic mapping somehow.
Seems to work well.