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  1. Sticky: Siggraph 2018: MDL birds of a feather meeting

    Dear fellow birds,

    at Siggraph 2018 we will have our 3rd "MDL birds of a feather" meeting. You are all invited to join. Meet the people creating MDL enabled products, listen to what others have...
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    dont give up hope hmm, no. they were temps in...

    dont give up hope

    hmm, no. they were temps in custom_metal as far as i see. if you want it to stay parameters you needt use class compilation mode and custom metal should look like:

    export...
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    > Is there any way to access the code from...

    > Is there any way to access the code from base.mdl to understand how it was built and what it exactly does?
    At the moment i can not share the full source of base.mdl. If you have specific questions...
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    The implemented code is "reorient normal...

    The implemented code is "reorient normal mapping". The alternative code is "Whiteout Blending"
    The code in the link needs to be adapted for 2 reasons:

    a) the blog code works in tangent space...
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    Hi Soulsaga attached the code for combining 2...

    Hi Soulsaga

    attached the code for combining 2 normal maps.

    parallax mapping will not easily be possible since it is needing access to view direction.

    for the shadow terminator issue, iray...
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    Hi Soulsaga, just switching to color is not so...

    Hi Soulsaga,

    just switching to color is not so easy since for bump mapping you need to do 3 lookups on the texture, i.e. you need to provide 3 values for a bumpmap function to compute the normal....
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    Sorry for the late answer. yes, this error...

    Sorry for the late answer.

    yes, this error indicates a setup issue. Do you have by any chance the old sdk still installed somewhere and the sample tries to load the old SDK?
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    The first release for 2018 will still have...

    The first release for 2018 will still have uniform restriction for volumes, i do not have information on the feature set for subsequent releases yet.


    I am a bit rusty at reading lectures so...
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    Yes an MDL forum exists there and you can post....

    Yes an MDL forum exists there and you can post. But it currently also not clearly separates between MDL as a language and the SDK API. we will clarify that.
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    Thanks for the interesting aproach. I still have...

    Thanks for the interesting aproach. I still have to wrap my head around the code. i also have to check how it behaves. From a first look i would have 2 comments:
    -albedo * transmission_coefficient...
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    you are right, using this formula you actually...

    you are right, using this formula you actually get "how much light passes through unscattered after distance"
    i.e. the probability is higher to be scattered for for yellow/red. the result is what...
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    The MDL SDK has been made available to the larger...

    The MDL SDK has been made available to the larger audience only a few weeks ago, before that we usually communicated directly with the approved developers.
    we will create a dedicated mdl-sdk forum...
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    No, you can also make ::base function jit...

    No, you can also make ::base function jit compile. Its actually pretty simple, just use the return value in an expression thats not supported in the precompiled workflow, like...
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    JIT is not automatically slower. The message just...

    JIT is not automatically slower. The message just indicates that the evaluation of a function takes a certain path in iray. Iray internaly has a set of functions that are available both as mdl...
  15. Yes, scattering is harder to visualize. Starting...

    Yes, scattering is harder to visualize. Starting without any reflection is a goad idea.
    Best is to start with "grey" scattering. Also use specular transmission to see clearly what happens (for skin...
  16. its the option 2

    its the option 2
  17. yes its the natural logarithm....

    yes its the natural logarithm. http://minfo.mi.nvidia.com/md/mdl_spec/MDL_spec.pdf page 96

    if:
    absorption_coefficient = math::log(color) / -distance
    then "color" means the remaining color after...
  18. correct, no VDF is the equivalent to anisotropic...

    correct, no VDF is the equivalent to anisotropic VDF with directional bias 0



    The question is what should be the effect of "sss strength"?

    a. add sss to an opaque object, then i would vlend...
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    Toonshading in a physical based renderer is...

    Toonshading in a physical based renderer is hard/limited (ever wondered why there are no toon shaded objects in the real world? ;-)

    I would do toon shading in comp/post (render z,object id buffer,...
  20. Dear waitinfutuer19, happy new year to you...

    Dear waitinfutuer19,

    happy new year to you too!



    Yes. MDL and iray are completely physically based which means SSS is not just "composited" onto the rendering but the path of every "light...
  21. Poll: The last update of the MDL handbook was actually...

    The last update of the MDL handbook was actually august 21st and about bump and displacement mapping in MDL. In addition there is lots of sample code out. If you install the nvidia::vMaterials, you...
  22. Poll: OSL and MDL are pretty different in the sense...

    OSL and MDL are pretty different in the sense that OSL is a shading language and MDL is a physically based material definition language. OSL is not strictly physical plausible which can be seen in...
  23. For vray configuration options we would kindly...

    For vray configuration options we would kindly ask you to ask Vray support. To my knowledge MDL is available in Vray for maya only in vray beta builds (I might be wrong there) If there is no...
  24. Because its a mathematically non trivial problem...

    Because its a mathematically non trivial problem ;-)

    non uniform volumes are under investigation for Iray in the sense that you should be able to vary absorption and scattering. Varying ior, which...
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    somehow overlooked this, sorry for that! the...

    somehow overlooked this, sorry for that!

    the problem is that on the material level there is no control flow. switch and if are statements that control the flow of execution. "?" is just an...
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