![]() ![]() It is the high strength setting that lets the most light through from the subject of the magnifying glass. It magnifies the way it should, though the refraction strength causes it to over magnify distorting what is magnified beyond recognition. My problem is that no matter what I do, my render comes out with the refraction causing a darkening of what is seen through the object I am using as a lens. I found that Gemstone and certain Metal shaders work best, as the colored glass shaders I have are not adequate for the job. I also removed any images attached to those shaders. I have been working with existing shaders, tweaking the opacity (I set it to 0.0%), other settings, and especially the refraction index settings. I thought this thread would at least lead me to a tute that shows how to make a glass shader, but from what I have seen here, there may not be such a tute. You will need scripting eventually because the vanilla DS render settings tab will onl get you so far - it exposes too few controls. It is also useful knowledge because it helps a great deal when debugging shaders and DS scripts that touch upon rendering aspects. The book also explains how a RIB file works. It's like elementary school, counting carrots and apples to develop skills which later allow you to do algebra, calculus etc. ![]() But before you go PBS, you need to understand the mechanics of the pre-raytracing CG world. It doesn't mean it's "inferior" you can write complete physically-based solutions without RSL 2.x and make them work in DS. The book I'm talking about teaches you how to write "oldschool" RSL code. RSL 2.x is different from RSL in terms of how code is structured. Vanilla DS generates 3Delight-specific RIBs, and 3Delight was somewhat different from PRMan even back then. ![]() Probably even longer - I only came on board in 2008 when DS was already at 2.x. Special builds of 3Delight have been bundled with DS as its default software renderer for over ten years now. But it quickly started to build upon the specification, introducing interesting things that PRMan originally couldn't do.ĭAZ Studio never supported PRMan out of the box. It's similar to NVIDIA's MDL Handbook in the sense of explaining the general framework of how a renderer works, but it's a bit more technical.ģDelight originally was a "Renderman-compliant" renderer, meaning it adhered to the Renderman standard. You will likely need one if you are serious about developing shaders. The documentation for the standard was known as RiSpec - Renderman Interface Specification. There used to be a good number of renderers, including open-source ones, that could use RSL shaders and RIB scene files. This is where "Renderman-compliant" comes from. This standard is also designated "Renderman". It used to be known as PRMan (short for Photorealistic RenderMan), which allowed people to differentiate between the renderer and the standard that included scene description and shading language capabilities. "Renderman" these days means the renderer, Pixar Renderman. so please do not assume I am being patronising. Sorry it looks like you may have gotten confused by all the similar-sounding terms. Meanwhile taking your advise digging into RSL Though DS is in fact dominated to support (or promote) nvidia hardware 3Delight seems very capapble even software render wise You're welcome to post your questions in the 3Delight laboratory thread (link in my signature). Whether we ever get official OSLtracer support now that DS is Iray-dominated is unknown.īut it remains a good enough introduction to basic shading concepts. Of course, you have to remember that RSL as a shading language is basically obsolete - Renderman stopped using it a while ago, and 3Delight's actual current pathtracer is strictly OSL-based, but there's no easy way to leverage this from DS. It will generate basic DS interface scripts automagically. Shader Builder will let you import just about any RSL source (not RSL 2.0, though) and then customise rendertime scripts should your shader require any RiAttribute controls. Shader Mixer was supposed to let the user comp RSL shaders using "bricks", but let's just say it's a) buggy b) limited. If you serious that you want to create new 3Delight shaders for DS, it's plain best to dive in and learn RSL. It's Renderman compliant but first I would like to learn it without scripting ![]() Yes, I like to learn the workflow creating 3Delight shaders from scratch (shader bricks) Are you specifically wanting to create a new shader, or do you just want a glass material? ![]()
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