Illuminating Lamp Shades (WARNING: NO NUDITY)

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  • PendraiaPendraia Posts: 3,598
    edited December 1969

    wancow said:
    Please post any results you get, good or bad :)

    No problem...I just realised these are based on Uber not Shadermixer. I was obviously distracted due to all the talk about timtams...lol

  • wancowwancow Posts: 2,708
    edited December 1969

    Someday I'll turn you onto THIS:
    http://www.niederegger.de/

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    wancow said:
    Someday I'll turn you onto THIS:
    http://www.niederegger.de/

    Interesting...but not tim tams! lol

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Double check the preset...it looks like it's loading with Translucency 'off'...

  • wancowwancow Posts: 2,708
    edited December 1969

    I just tried it, it's the Lamp Shade shader, I have opacity set at 95%... is it not loading properly?

  • mjc1016mjc1016 Posts: 15,001
    edited January 2013

    I'll check again...

    That's odd. Last night, it loaded with the Translucency value set, but the On/Off button set to 'Off'...now it's on.

    Anyway, this isn't quite your settings...I had pretty much set this up before you put up yours, just kept playing with it, adding more stuff, because the scene just seemed to 'grow' on its own...

    The shade has US on it. with Diffuse strength at 80%, no Ambient, Opacity at 100%, Translucency (using the same texture map as Diffuse) set to 20%. This one also had a Bump map that I switched to Displacement.

    The 'main' lighting is my envlight2 shader and low intensity distant light as a shadow caster. The lamp is lit with a point light, set to roughly 'incandescent' (100W tungsten from here http://planetpixelemporium.com/tutorialpages/light.html) for a color value ..

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    Post edited by mjc1016 on
  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited January 2013

    Just popping back with a simple brick network for translucence and controllable shadowing. Most of the bricks you see are to make a screen combination mode (invert both inputs, multiply them and invert the result). In practice you'd probably feed the output connected to Colour on the base Surface brick into the Diffuse brick of a DAZ Material brick, and the out put feeding Opacity on the base into the Opacity of the DAZ Material brick, but as the render shows this does give greater transparency for shadowing than for viewing.

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    Post edited by Richard Haseltine on
  • KhoryKhory Posts: 3,854
    edited December 1969

    I'm wondering what sort of settings would be set up for different sort of shades. For example and opaque glass globe. Ideally a portion of the inside light would just pass through via translucence. But that does not really seem to work. Using a surface shader light doesn't really work either because then you don't have the other settings to give it the look of glass. And there really should be a light source inside to get the variable lighting that comes out the sides of the shade as apposed to the top of the glass.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Khory said:
    I'm wondering what sort of settings would be set up for different sort of shades. For example and opaque glass globe. Ideally a portion of the inside light would just pass through via translucence. But that does not really seem to work. Using a surface shader light doesn't really work either because then you don't have the other settings to give it the look of glass. And there really should be a light source inside to get the variable lighting that comes out the sides of the shade as apposed to the top of the glass.

    Hmmm....that one requires some thought, but it probably would be easier to do using a geometry shell and the original shade with separate shaders on each, instead of trying to do it all with one shader on the shade.

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    Khory said:
    For example and opaque glass globe. Ideally a portion of the inside light would just pass through via translucence.

    That's what my network is doing, though it needs to be combined with a DAZ Material brick or other bricks to generate specularity and so on. Getting the effect of light being concentrated by passage through glass would need a caustics shader rather than regular lights, materials and cameras.

  • KhoryKhory Posts: 3,854
    edited December 1969

    I copied your network earlier today Richard and I have tried having the default material in there. It seems to add the specularity but not reflection.

  • KhoryKhory Posts: 3,854
    edited December 1969

    BTW.. why does DAZ crash every time I try and save a shader?

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    Reflection needs extra bricks - have you tried copying a surface with reflections into Shader Mixer as a starting point?

    Not sure about the crashing - I din;t save my test scene to see how it went. Is it all SM scenes, or only some?

  • KhoryKhory Posts: 3,854
    edited December 1969

    I've not tried saving them as a scene. Just tried to save the core shader so I could go back to it later if need be. So far about 4 have caused a crash. Including a copy of yours.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Khory said:
    BTW.. why does DAZ crash every time I try and save a shader?

    Is it saving the scene, a preset or the brick material?

  • KhoryKhory Posts: 3,854
    edited December 1969

    When I save the shader as a file.

  • wancowwancow Posts: 2,708
    edited December 1969

    Just popping back with a simple brick network for translucence and controllable shadowing. Most of the bricks you see are to make a screen combination mode (invert both inputs, multiply them and invert the result). In practice you'd probably feed the output connected to Colour on the base Surface brick into the Diffuse brick of a DAZ Material brick, and the out put feeding Opacity on the base into the Opacity of the DAZ Material brick, but as the render shows this does give greater transparency for shadowing than for viewing.

    I'm hoping this is the same settup as Richard's... still looking for discrepancies...

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  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    Looks right, assuming you are subtracting the colours from white in the screen process.

  • wancowwancow Posts: 2,708
    edited December 1969

    Oh goodness... I could pretend that I understood what you just said... but I think I have to leave my pride at the door... I have not the first clue what I'm doing :)

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    Value for bricks 8, 6 and 3 should be white - they are closed, so I can't see what you have there. Then Value 2 is the colour you are wanting to invert, from the Diffuse or Translucent brick etc.

  • wancowwancow Posts: 2,708
    edited December 1969

    KEWLNESS! That's one of the errors... I never changed the value from Black!

  • wancowwancow Posts: 2,708
    edited December 1969

    Okay, so then, if I wanted to add a texture, I'd plug that into the diffuse colour brick, right? Same with texture to the Transluscency brick?

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    Translucence shouldn't need a map, unless you want to vary its strength (like an opacity map). If you are wanting a real material I would use a standard DAZ Material brick, then take the stuff that goes to colour on the right (with a map set for Diffuse, yes) into the Diffuse input on the DAZ Material brick and the stuff I have going to Opacity on the root brick going to Opacity on the DAZ Material.

  • RarethRareth Posts: 1,462
    edited December 1969

    Translucence shouldn't need a map, unless you want to vary its strength (like an opacity map). If you are wanting a real material I would use a standard DAZ Material brick, then take the stuff that goes to colour on the right (with a map set for Diffuse, yes) into the Diffuse input on the DAZ Material brick and the stuff I have going to Opacity on the root brick going to Opacity on the DAZ Material.

    translation stick a DAZ default material brick bettween Binary Operation (3) Brick and the Surface (1) brick connecting the output of the Binary Operation (3) to the diffuse input on the DAZ Default Material, and then connect the output diffuse from the Default Material to the input diffuse on the Surface (1) brick

    do the same with the Opacity channel, outpput from the IfElse (4) brick to the DAZ Default Material brick, then from the default material brick to the Surface (1) brick.

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    wancow said:
    Oh goodness... I could pretend that I understood what you just said... but I think I have to leave my pride at the door... I have not the first clue what I'm doing :)

    Welcome to my world...thanks to everyone for posting info!

    Haven't had chance to play yet. Hopefully before I go back to work next week.

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