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April 26, 2012

WIP - Felix Mendelssohn

work in progress – trying to get used to sculpting in Mudbox

working from this image:
(any one remember CGTalk’s 100 Heads post?)

February 25, 2012

lcRetopoBasic–Another Update

Downloads

Some small changes based on requests

  • Removing a mesh from the High Res List will reset its display overrides such as x-ray and hidden
  • Added code to better handle Undo queue functionality when doing a shrink-wrap or relax
  • Adjusting the mesh layering effect with the slider will do so for all mesh’s in the list not just the selected one
  • Adding a new mesh to the High Res List will pop it to the currently active mesh layering distance
  • I disable Viewport 2.0’s vertex animation caching when the script is run – this fixes the problem of the mesh layering effect not updating when the viewport is rotated.  Caching will NOT be automatically re-enabled.

December 24, 2011

lcRetopoBasic–UPDATE

Downloads

Still BETA, but I’ve squashed some bugs and added some helpful features

  • Should deal with object names better, and namespaces from importing obj’s
  • Should no longer hang on occasion when relaxing or shrink wrapping
  • You can work in any selection mode, object, face, edge, vertex and use the Relax and Shrink-Wrap tools
  • Will keep your selection mode so you can continue editing components
  • Highlights the Object List red to remind you that you have no high-res selected

Still to do:
    Viewport 2.0 should(?) offer some speed boosts, especially when working with large high-res objects, but the method for layering the high and low res geo doesn’t work properly in VP2.0.  I need to come up with an updated method

November 28, 2011

Yes, Shadow Baking is delicious

a short video demonstrating some progress on the shadow baking scripts for the lcShader.  Its coming along well, and I will release a beta version at some point in the next few weeks.

October 27, 2011

lcReproject.cgfx–A Novel Texturing Technique

Download

I was inspired by Brice Vandermoortele’s Normal Map Reprojection Shader and wanted to extend the idea to new uses.  This is a novel way of texturing using lit sphere images and cubemaps.  You can reproject color and normal textures to a new UV Set.

As a CGFX shader, only Nvidia cards will load this reliably, but I’ve added a arbfp1 technique that might work on AMD and older cards.  Cubemaps are lower quality and don’t have any blurring using this mode.

Getting close . . .

My new shader ‘lcShader’ is almost feature complete.  It’s a very close approximation to the Mental Ray mia_material, but in real-time.  In testing I’m able to get very realistic looking materials using a standard texture workflow (diffuse, spec, gloss, cubemap).  Again, HLSL and CGFX versions will be identical, running the same exact code.  Lights react much nicer than previous shaders and have realistic fall-off.  And baked shadow maps too.

My shadow map baking script is also nearing completion, it will automatically link raytrace-baked shadow maps to the shader for linked lights and supports transparency in both the shader surface and the shadow cast.

Here is a quick screen grab, HLSL on the left, CGFX on the right.  They don’t have the exact same shader settings so some slight differences

October 4, 2011

lcRetopoBasic–Maya Retopology Tool

Downloads

I was inspired after seeing RetopoG, but since it is not currently available I decided to make my own tool for Maya.

This tool will let you use Maya’s makeLive features to easily draw new topology on a mesh.  The tool is designed to be very simple and rely heavily on Maya’s built-in modeling tools.  This is written in pyMel, which only comes pre-installed on Maya 2011 and later.

This is a very early beta-like version, I’ve only just begun to test this in the last few days but it seems workable.  I don’t have any plans to include a full custom toolset like RetopoG, you will mostly have to use Maya’s tools.

A short video explaining the tool:

The Relax Verts and Shrink-Wrap Verts are tools based on Oleg Alexander’s oaRelaxVerts.mel

September 17, 2011

New Shader Tools Update

I did some proof of concept work on the new shader and everything looks very positive.  In order to broaden compatibility support I’m co-developing a CGFX and HLSL shader.  They share most of their code by using #include files and are visually identical.  This way people with AMD cards etc. wont be complete out of luck, although Shader Model 3.0 support will always be required.

Here is a quick screen grab, on the left is HLSL on the right CGFX.

lcShader_wip_pinecone_01

Still a long way to go before the shader is feature complete, and the new pyMel UI is another matter. 

This is a great time for Feature Requests, I have a ton of things planned, but I’m always open to suggestions.

August 31, 2011

New Shader Tools for Maya

Congrats to Laurens Corijn and Robbert-Jan Brems on their XoliulShader 2 release, it looks amazing.  They've noted that there will be only limited Maya support - so lets fill that void.

I'm going to update an entire new toolset for interacting with my CGFX shaders.  Here is a preview UI layout.  Very preliminary work.  I have most of the functionality in place from other tools, just have to bring it together in one Monster release.