Compose renders in shader builder
almahiedra
Posts: 1,351
I need help with shader builder.
With two shaders (shader A and shader B) I obtain two renders which I want compose in shader builder. I want compose the renders, compose shaders is imposible because shader A destroy shader B then mix function is useless. Anyone have an idea to do it?
I do a composition with postwork, but the idea is obtain all with shaders. I add renders and postwork composition.
compose.jpg
175 x 779 - 36K
B.jpg
175 x 779 - 33K
A.jpg
175 x 779 - 21K
Post edited by almahiedra on
Comments
Hi,
I recall reading a paper about npr rendering in renderman that used a tip in which you render the object scaled a bit bigger for the outline then render the object with a toon shader and combine the two. That seems to be what you're looking for. I can't remember exactely but I think it was a two pass render so you may also need to use DS scripting; Sorry I can't remember where I read it but I do recall that it also involved backface culling, so that you only render what is behind the object you want to render
An other way to do that could be to use ImageMagick to combine the two rendering
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Sorry, I quickly transform her in a decent girl.:red:
Thanks, Takeo.
Yes, DS Scripting is the optimal solution, but not the fast solution. I need time, time and more time to learn.
That's a nice shader you've got there.
Are you sure it's impossible? I'm fairly confident you can pretty much always mix a number of shaders (e.g. pass values to temporary variables, in particular pass the value just before you add to Ci, and an "if then" here or there; although your outline shader probably doesn't have anything to add to Ci :-S ).I think that the good way to go would be to use geometry shell rendered with backface culling inverted to get the outline and render the other shader as normal. That would be a single pass and no need to mix shader
Thanks, ReDave,
Black Silhoute is a displacement shader, toon filled is a surface shader. When I try to use a version of the brick from the displacement network in the surface network:
1.- It doesn't produce any transform, or
2.- If I add displacement brick output, it produce a white colored and broken silhoutte
For this reason I was thinking about mix renders, no bricks mix in one shader.
All toon filled shader is a mix of outline shader, plain color shader, and shadow control shaders (no included in the images), but I fail trying to integrate displacements in the mix.
I supose it is different to trying to use displacements, but even use information fron normal vector. I will think in this, thanks.
First experiment with geometry shell and outline in shader builder. No enough good with transparency, It needs more work.
DS4.5 Pro crash, and re-crash when I touch much the geometry shell.
Experiment # 2: transparent front is "some" better.
Experiment # 3:
Normal negatives visible, transformed normal from "world space" to "camera space". I was thinking this was better, but... what happen?
Experiment # 4: Non optimal results, but it now works.
I change transfomations and sign of normal.
Thanks guys for the ideas.
PD: Thanks Takeo for your Gooch shader, too
No problem you're welcome. I should update it because I changed some little things that give more control