FG Caster Block with Texture
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Falam
FG Caster Block with Texture
In my scene I'm using an object as a FG light object which has a constant shader applied to the object. I don't want the entire object to be a FG caster, when I apply a texture to the object to block out areas of the object on the constant material the constant material value is too low to light the scene, when I make the values high HLS/HSV (8-10) it overrides the texture I had on the object, therefore eliminating the blocking by the texture. If I plug the texture in on the radiance port on the constant shader as it says you would do in the manual to block out areas of the FG object, the object is not being block by parts of the texture, I'm stumped ?
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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: FG Caster Block with Texture
why not using an arealight? i think you make it to complicated. create a hdr texture in ps with hdr color values. then use the user_ibl_rect lightshader, apply the texture and you have a importance sampled textured lightsource. it creates detail lighting and shadowing where fg only creates a soft, interpolated solution. and because its a direct light its a good base for fg computing.
shader can be found here with inst guide. keep in mind to set the shadow mode in rendersettings to "enabled" and not "segment" when using ibl shaders.
https://www.si-community.com/forum/viewtopic.php?f=10&t=2359&start=50
shader can be found here with inst guide. keep in mind to set the shadow mode in rendersettings to "enabled" and not "segment" when using ibl shaders.
https://www.si-community.com/forum/viewtopic.php?f=10&t=2359&start=50
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Falam
Re: FG Caster Block with Texture
I knew, but I wasn't sure that either one of those shaders was what I needed, after reading the elemental ray article. Thank you for clarifyingKzin wrote:why not using an arealight? i think you make it to complicated. create a hdr texture in ps with hdr color values. then use the user_ibl_rect lightshader, apply the texture and you have a importance sampled textured lightsource. it creates detail lighting and shadowing where fg only creates a soft, interpolated solution. and because its a direct light its a good base for fg computing.
shader can be found here with inst guide. keep in mind to set the shadow mode in rendersettings to "enabled" and not "segment" when using ibl shaders.
https://www.si-community.com/forum/viewtopic.php?f=10&t=2359&start=50
What is different between the ibl shaders in the thread you posted and the ibl factory shaders that come with Softimage 2013, or can I use the factory ibl 2013 shaders ?
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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: FG Caster Block with Texture
there are no factory ibl shader in 2013. ad did not implemented them so you have use the two files which unlock user_ibl and user_ibl rect.Falam wrote: I knew, but I wasn't sure that either one of those shaders was what I needed, after reading the elemental ray article. Thank you for clarifying![]()
What is different between the ibl shaders in the thread you posted and the ibl factory shaders that come with Softimage 2013, or can I use the factory ibl 2013 shaders ?
the user_ibl is a direct skydome/skylight shader. the ibl_rect is a importance driven area light shader for lighting with textures. for example, you can create your own hdr of a lightsource and use this image as input in ibl_rect. the light emission is then taken from your hdr texture. it creates all the fine lighting details you have in your hdr texture.
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Falam
Re: FG Caster Block with Texture
There isn't, how come I had these nodes in my vanilla install of Softimage 2013 ?Kzin wrote:there are no factory ibl shader in 2013. ad did not implemented them so you have use the two files which unlock user_ibl and user_ibl rect.Falam wrote: I knew, but I wasn't sure that either one of those shaders was what I needed, after reading the elemental ray article. Thank you for clarifying![]()
What is different between the ibl shaders in the thread you posted and the ibl factory shaders that come with Softimage 2013, or can I use the factory ibl 2013 shaders ?
the user_ibl is a direct skydome/skylight shader. the ibl_rect is a importance driven area light shader for lighting with textures. for example, you can create your own hdr of a lightsource and use this image as input in ibl_rect. the light emission is then taken from your hdr texture. it creates all the fine lighting details you have in your hdr texture.

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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: FG Caster Block with Texture
you had installed it an your last si2013 inst?Falam wrote:There isn't, how come I had these nodes in my vanilla install of Softimage 2013 ?Kzin wrote:there are no factory ibl shader in 2013. ad did not implemented them so you have use the two files which unlock user_ibl and user_ibl rect.Falam wrote: I knew, but I wasn't sure that either one of those shaders was what I needed, after reading the elemental ray article. Thank you for clarifying![]()
What is different between the ibl shaders in the thread you posted and the ibl factory shaders that come with Softimage 2013, or can I use the factory ibl 2013 shaders ?
the user_ibl is a direct skydome/skylight shader. the ibl_rect is a importance driven area light shader for lighting with textures. for example, you can create your own hdr of a lightsource and use this image as input in ibl_rect. the light emission is then taken from your hdr texture. it creates all the fine lighting details you have in your hdr texture.
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Falam
Re: FG Caster Block with Texture
I only installed Si2013 once, I never had it installed previously. It is installed in the factory of 2013, they are both the same ones, correct ?you had installed it an your last si2013 inst?
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Fer
- Posts: 52
- Joined: 03 May 2011, 12:38
Re: FG Caster Block with Texture
user_IBL, BSDF, Ptex, and Alembic, are all activated in 2013 SP1.
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Falam
Re: FG Caster Block with Texture
That is what I was telling Kzin, User_IBL is a light shader already in the vanilla of Softimage 2013. PTex, Alembic & BSDF are not in 2013Fer wrote:user_IBL, BSDF, Ptex, and Alembic, are all activated in 2013 SP1.
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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: FG Caster Block with Texture
interesting. cant check it at the moment, but i install all the basic stuff after si installation, like ibl and bsdf.
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Falam
Re: FG Caster Block with Texture
What is bsdf ?Kzin wrote:interesting. cant check it at the moment, but i install all the basic stuff after si installation, like ibl and bsdf.
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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: FG Caster Block with Texture
illum shaders which using importance sampling for better quality and faster rendering. the current one are a bit limited because no framebuffer support. but they can be helpfull in some cases.Falam wrote:What is bsdf ?Kzin wrote:interesting. cant check it at the moment, but i install all the basic stuff after si installation, like ibl and bsdf.
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Falam
Re: FG Caster Block with Texture
There are a few shaders with the word "bsdf" none of which I can drag into the RT, which one(s) are you referring to ?Kzin wrote:illum shaders which using importance sampling for better quality and faster rendering. the current one are a bit limited because no framebuffer support. but they can be helpfull in some cases.Falam wrote:What is bsdf ?Kzin wrote:interesting. cant check it at the moment, but i install all the basic stuff after si installation, like ibl and bsdf.
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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: FG Caster Block with Texture
all the "builtin" ones, like builtin_bsdf_lambert or builtin_bsdf_carpaint.Falam wrote:
There are a few shaders with the word "bsdf" none of which I can drag into the RT, which one(s) are you referring to ?
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Falam
Re: FG Caster Block with Texture
Access Denied is the message I get when I try to drag one of those nodes into the RT viewer ?Kzin wrote:all the "builtin" ones, like builtin_bsdf_lambert or builtin_bsdf_carpaint.Falam wrote:
There are a few shaders with the word "bsdf" none of which I can drag into the RT, which one(s) are you referring to ?
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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: FG Caster Block with Texture
to get access to bsdf you have to need to add the declaration in the base.mi for example or create a new mi file and put it in the mi file folder.Falam wrote:Access Denied is the message I get when I try to drag one of those nodes into the RT viewer ?Kzin wrote:all the "builtin" ones, like builtin_bsdf_lambert or builtin_bsdf_carpaint.Falam wrote:
There are a few shaders with the word "bsdf" none of which I can drag into the RT, which one(s) are you referring to ?
i think the once you have are the ones from mental mill? all the nodes are available but cannot be used (i think the declaration of it is not correct, dont know).