2012/11/27

Image 2 Screen shader

I've made a Raster Screen Simulator Shader for a project made with Autodesk Softimage.

I also started an Open shading Language, useable with Blender/Cycles and any other OSL renderer. (I'm impatient to try it with VRay or Arnold). It is the first version, and it has less fonctionalities than the Softimage Shader. I'll release full version later.

It convert any image to a pixelised version.
There is many option :
- Pixel Resolution of the simulated screen.
- Color depth, for display from 3bit (8 colors) to 24bit (16M colors).
- distance visibility of gap between pixels.
- distance visibility of RGB pattern.

and, on softimage : dead pixels, non uniform color chunks and some other picture degradations.

This Shader need a raw image data, without UV. So,
in softimage :
* you need to connect blue output of the raw image node to the shader, without the 'image' node.

in Blender :
* There is no 'raw image file' node, so you need to enter, by hand, the full path of the image file of the image you want to pixelize of for the RGB pattern image.

I offer you a bunch of RGB Patterns examples. I made photgrphies of many screens using my 60mm Macro Nikkor, and I draw some myself.

See the FULL Documentation (in french, sorry) for more information.

Download :
Autodesk Softimage Shader Compound : Image 2 Screen
Full PDF Shader Documentation (in french, but illustrated)
Open shading Language (OSL) Image 2 Screen Script
RGB Patterns images
Blender / Cycles / OSL Example Scene

Enjoy it !
Here is a video of results, and some example of 'how to' use :

Image 2 Screen Shader demo from François Gastaldo on Vimeo.



















2012/08/27

A nice Gear Tool

Vincent Mazeas, a friend and ex-student has just release a nice script for 3DSMax.

Just model your gears, and they will work !


You can ask Vincent for more information : Vincent Mazeas

Or just watch the video :

Gearrify from Vincent Mazéas on Vimeo.

2012/08/03

MultiLayer Physically Correct Shading in Blender

My Multi-Layer Physically Correct shading in Blender/Cycles starts to be fine for the first tests.

So, I'm trying a standard case study for multi layer : Candy Apple Paint !

I've found the recipe and 'how to' on a street-rod forum on internet, and convert it to multilayer shading : Golden Base(mid) + Dark color(thick) + Clear (thick). It works pretty well !

Of course, the work is not yet finished. I still have problems with node limitations in Blender, and it's currently working just on GPU rendering...

I'm still working on it, and it will be improved and easier to use.

There is no flakes in this paint, as the goal was not to make a perfect car paint, but to use multi layered material.

So, here are the results :












2012/08/02

Imperial Beach, juste au sud !

Au sud de San Diego, juste avant de passer au Mexique, il y a des plages, fortement appréciées des pécheurs, des surfeurs, des baigneurs et des badauds !

Il faut dire qu'ellse sont magnifiquse, alors, autant en profiter !

























2012/08/01

Sur la route du culte...

Tout le monde est d'accord pour dire qu'après le dollar, le second dieu des USA est l'automobile.

En Californie, on se demande même si ce n'est pas la premier...























2012/07/31

San diego, Hotel de Coronado




Au bout de la plage, un hotel, immense, tout en bois, et célèbre pour ses multiples apparitions au cinéma...





























2012/07/30

La plage à San Diego



Pour ceux qui se demandent si les plages Pacifique sont différentes des plages Atlantique, voici celle de San Diego.

Elle est en ville, et pas très loin d'une base de la Navy, d'où les bateaux et avions militaires qui la survolent régulièrement.

Et mise à part la couleur des méduses et le kelp qui vient vous chatouiller les pieds, il y a de l'eau, du sable, du soleil, du ciel bleu... La plage !