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Car Paint Shader

Rendering / Shader

by MADjestic profile

Hi, folks

Here’s my humble attempt to create the CarPaint shader with optional flakes. I’ll give a short description of some shader params to get you started, but before that I really should mention

Mario Marengo, Jason Iverson, Stu and Jordan

–this work really wouldn’t be possible without these great odforce guys (could I miss somebody? – sorry in advance for that).

Let’s get rolling:

Flakes Tab:

M – this param denotes flakes distribution

Flakes Normal Angle Scope – normally should be left at 360 degrees. Experiment if you will Flakes AmplitudeRoughness are self-explanatory, I hope.

Flakes Level – allows substracting/adding a constant number to flake’s brightness (amplitude).

Flakes Distribution Multiplier – this multiplies the M param.

Uv driven flakes toggle – this can changed theflakes normal to be driven by P if untoggled – experiment if you like.

Attenuation Distance – controls the distance from the cam at which flakes are visible – usel this to fight probable noise aliasing at some distance to dim down the flakes.

Sample Area Colors toggle – use this if you want the flakes to reflect the color of the surrounding (normally they reflect uncolored light).

Color multiplier – usually flakes look dimmer if Sample Area Color is used – use this to make flakes’ color more pronounced.

Primary/Secondary Specular -Again I hope these do not need explanation as this is normal of any car paint shader.

Reflection Tab

-Most params are self explanatory. Use Simple Reflection Model toggle if you wish to disable most params in favor of speed and less complex reflection model.

Bump Map

-use this to add some non-linearity to the inner paint surface structure.

Enjoy.

PS. This is true for v.045 shader version PPS. Anybody willing to further explore the shader background can address this paper – http://www.mpi-sb.mpg.de/~guenther/carpaint/carpaint.pdf PPPS. And, of course don’t hesitate to visit these links for more details: http://forums.odforce.net/index.php?showtopic=4408&st=36 http://pixel-samurai.blogspot.com/

Version 1 / 1 (2006-11-21 19:33:24 EST) 2837 downloads

Dynamic Spreading Fire

Effects / Scene File

by SideFX profile

This file contains a series of dynamic simulations to illustrate how one may perform some simple particle fluid work, and have voxel fluid fire spread from one object to another. The fire works in a way where two fire objects share a single smoke container and so are able to share temperature information so that one object can ignite the other.

This file has been slightly altered from the one appearing in the gallery to help the user simulate at a faster pace. Note however that there is extensive commenting on all of the nodes found within the file, and that these changes are reflected in the commenting so that they can easily be set back to higher quality levels.

How it works:

* A voxel fire simulation spreads fire from one object to another.

* The fuel attributes were painted onto the box geometry in a way that allows the fuel to burn up.

* A secondary, independent simulation drops particle fluid liquids onto the box to emulate the look of a fuel.

* A tertiary, independent simulation ignites flames on the ground in a painted area.

* Takes are used in this file for easy render passes.

* One thing that is important to note, is that lights that are lighting volumes must have motion blurred shadows turned off to correctly render motion blurred volumes.

Version 1 / 1 (2008-07-11 16:22:03 EDT) 4488 downloads

Show Am All

General / Digital Asset (SOP)

by AndrewVK profile

This Python Sop allows You to search through selected folder (and subfolders) for sequences and/or still images. Found files will be assigned as point or primitive attribute. Goal of this sop: override texture map parameter of the shader without expressions. This sop allows You to apply hundreds textures in one click...it becomes useful for crowd simulation, where each character - prerendered image sequence in a loop

New:

Ability to add/modify "spritescale" attribute added.

Process subfolders turned off by default.

Version 2 / 2 (2009-03-12 09:34:03 EDT) 689 downloads

Convert All to RAT

General / Digital Asset (COP)

by yunghurd profile

This asset is a cheap way to convert all images in a folder to RAT format.

Go to COPs and create the node. In the file path, just point to any image in a folder.

When you click the 'Convert Images to RAT' Button, all images that share the folder with the chosen image will be converted to RAT format and placed in a sub-folder called 'rat_converts'.

The images don't need to be in any sequence or common resolution.

It looks for most of the common image file types.

This method is actually kind of stupid, but its very effective and convenient.

UPDATE: I fixed an issue recently. Now, having spaces in your file path is OK.

I also cleaned up the Python code.

Version 2 / 2 (2011-08-08 02:59:53 EDT) 196 downloads

Attribute Visualizer

General / Digital Asset (SOP)

by SideFX profile

This digital asset lets you visualize any attribute that exists in a geometry (SOP) chain. Simply input the attribute name and choose which type of attribute it is to visualize. The purpose of this utility is to give you visual feedback at any point in your geometry (SOP) network.

Refer to the asset's help card for a quick how to use asset.

Version 1 / 1 (2004-10-08 16:44:37 EST) 3779 downloads

Apprentice

Softray

Modeling / Digital Asset (SOP)

by Simon profile

Like the ray sop but soft. Allows points other than the ones that hit to be effected.

Version 1 / 1 (2004-10-12 17:23:52 EST) 4330 downloads

saImportMayaCam

General / Other

by sascha profile

This package consists of a the MEL procedure ExportCam2Chan to export the camera motion and data from Maya into a .chan file for Houdini and a CHOP otl for importing the .chan file and exporting the channels to the camera in Houdini.

Version 1 / 1 (2006-01-20 19:02:25 EST) 2642 downloads

Imperial Pilot

Modeling / Geometry

by pbowmar profile

Un-subdivided Imperial Pilot model, with grouping and UVs already applied.

Version 1 / 1 (2004-09-02 01:33:01 EST) 3865 downloads

Turntable

Modeling / Digital Asset (OBJ)

by SideFX profile

The Turntable digital asset can be used by modelers to render turntable animations using a single operator that has built-in lights, cameras and animation.

Refer to the asset's help card for a quick how to use asset.

Version 1 / 1 (2004-10-04 16:55:59 EST) 3986 downloads

Apprentice

Melt

Animation / Digital Asset (SOP)

by Simon profile

Very simple melt effect. Only works in the Y axis at the moment. There's only one input, see the example file to see what it does. Just thought I'd test this new exchange thingy.

Version 1 / 1 (2004-10-12 16:33:36 EST) 3722 downloads

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