PowerDX Shader Project

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Prodigy
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PowerDX Shader Project

Post by Prodigy »

Ok guys,

I'll start to post here some advances and tests from the PowerDx shader.

So i decide to release some shots and tests using this Realtime Shader..
test_00001.jpg
Time to set up the shader for this render = 2 minutes.

Lights = 1 Omnilight
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Re: PowerDX Shader Project

Post by Prodigy »

Here a Demo video.


Thanks TrueBones for upload the video :P

Hey! nice music! jejejeje :bananaguitar:
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Re: PowerDX Shader Project

Post by Prodigy »

test2_00002.jpg
testtff.jpg
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Re: PowerDX Shader Project

Post by GraySho »

Looking great, especially the first shader you´ve posted. In the end I think it´s the realtime stuff that will keep tS alive. Seeing what´s possible with realtime rendering makes me impatient whenever I have to wait for an "offline render" to finish and I ask myself why I´m wasting my time with this old school stuff :)
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Re: PowerDX Shader Project

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Thanks Gray..

Remember is not a Set of shaders..is just ONE with many features.

Depending on the combination of settings you will be able to create what ever you need..From wood to Glass.

Sure, the DX has some limitations like Realtime Reflections, Transmission and a GI
But you can use third party software like Giles to create GI backing textures..

The real problem of DX was Caligari never did a UI..

That's what i want to offer :)
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Re: PowerDX Shader Project

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Ok. in this realtime render you can see a few type of materials made with the PowerDx shader.

from the front/left.
combination_00003.jpg
1)The white is a simple plain white sphere.
2)Gold material using Color, Normal Map and Reflectance map.
3)Orange Sphere with Irradicense.
4)Wood Texture, Ref. Map.
5)Wood Texture, with a Diffuse Map.
6)Plain Sphere with Normal Map
7)Glass Material
8)Full Reflectance Map
9)Constant Color and Material
10)Constant Transparency
11)Texture Transparency
12) Shines Color

**All this materials are using the same shader without the need to change, link or even enter on the LE and remember the combination are endless.
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Re: PowerDX Shader Project

Post by Wally »

Hi Prodigy,

This is such great stuff!! I can't wait to get my hands on it!
Keep up the good work.

Wally
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Re: PowerDX Shader Project

Post by GraySho »

Prodigy wrote:Remember is not a Set of shaders..is just ONE with many features.
Depending on the combination of settings you will be able to create what ever you need..From wood to Glass.

The real problem of DX was Caligari never did a UI..

That's what i want to offer :)
That´s really great, I think that´s very important to make it more accessible. My only conern is performance if your shader gets too complex. Maybe you can manage to switch on only needed features (checkbox linked to a switcher) of the shader inputs to avoid unnecessary calculation cycles per frame. But I´m sure you´ve been thinking of that already ;)
Prodigy wrote:Sure, the DX has some limitations like Realtime Reflections, Transmission and a GI
But you can use third party software like Giles to create GI backing textures..
Just a question of time you´ll see. Realtime Ambient Occlusion is already reality in some form. Not sure about GI. Reflections shouldn´t be a problem (theoretically).
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Re: PowerDX Shader Project

Post by Prodigy »

Performance is great.. this demo video was made using my P4 3.0ghz ht 2 gigs of ram on a Gforce6600 256mb agp.

http://rapidshare.com/files/243075529/c ... 1.rar.html"
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Re: PowerDX Shader Project

Post by robert »

Great stuff Augusto!
I also think the first one looks really great.
I still need to get the hang of real time shaders, but I'm getting there.
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Re: PowerDX Shader Project

Post by Prodigy »

Ok guys, another "more real" use for the PDX shader..
Since i have no enough time to modeling, i use the power of tubrosquid and the simplicity of the New OBJ Workspace importer to bring the OBJ Models to Workspace.
combination_00004.jpg
The original car model has another pair of tires, but lurking on TSquid i found another better ones :bananathumb:, so was like work in Boxes using the OBJ importer :D

I'll try to upload a video as soon as i can..
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Re: PowerDX Shader Project

Post by GraySho »

Really nice :bananathumb:
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Re: PowerDX Shader Project

Post by blakeo »

That's incredible - Who needs an offline renderer? ;) This shader is looking like a real-time dream :D great stuff Prodigy. :bananacool2:
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Re: PowerDX Shader Project

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blakeo wrote:That's incredible - Who needs an offline renderer? ;) This shader is looking like a real-time dream :D great stuff Prodigy. :bananacool2:
No kidding, this stuff is amazing!
If you see a zukazamme it's probably me.

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Flow looks good, and it is important.

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Re: PowerDX Shader Project

Post by b_scotty »

Yeah, my credit card is itching to buy this...... :superbanana:
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Re: PowerDX Shader Project

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Ok im still working on this.. Yesterday i solved few problems, i cleaned up the UI and added a few new features.

The difficult part of this project is get great quality, great performance low resources..

Basically my shader is a combination of everything we know from LW or Vrayshaders.. now i have all the power of everyshader on one single shader, but this is not 100% optimized cos to give an example.

Alpha is inside the shader ready to be used, but what if you don't need alpha for that particular object?? That where i need to focus right now..

Also, i need to give compatibility with Vray and YafaRay if it's possible..
spark_00024.jpg
Comments, critics and suggestions are welcome
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Re: PowerDX Shader Project

Post by Steinie »

"Also, i need to give compatibility with Vray and YafaRay if it's possible.."

Boy that would make workSpace so much easier for most of us! That has always been
a weakness of workSpace and this shader would make a huge difference.

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