[Bf-committers] Cycles shader interaction

Brecht Van Lommel brechtvanlommel at pandora.be
Wed Mar 21 13:09:09 CET 2012


There may be some more control added, but most of the things you
describe are not possible with progressive / physically based
rendering. Due to the each light ray being considered independent,
it's not possible to do an operation that maps the final surface color
to some other color. There would need to be a non-progressive
rendering mode to support that.

Brecht.

On Tue, Mar 20, 2012 at 11:48 PM, Tobias Oelgarte
<tobias.oelgarte at googlemail.com> wrote:
> In the recent weeks I did various experiments with Cycles and tried out
> various combinations for shading and materials. Even so I'm quite happy
> with most of the results, I'm not so happy with the "once shader always
> shader paradigm". That means: Once you have the output of a shader node,
> you can only combine it with other other shaders using the add- or
> mix-nodes for shaders. This means that you have little to no control
> after a shader output.
>
> In BI you have the ability to use ramps to manipulate the result of the
> shader itself. For example you could give dark areas a violet tone,
> while giving brighter areas a more yellow color. You can also feed a
> shader with the output of another shader and so on. At the moment this
> seams not possible with cycles on material base. You can only use
> compositing to apply such effects as a postprocess with using index
> masks and similar stuff. This is difficult to set up for larger projects
> with different materials, if not even impossible, if not done on shader
> level.
>
> Are there any plans to allow more control over how shaders can interact
> with each other?
>
> Greetings from
> Tobias Oelgarte
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