Crist-JRoger
|
|
« on: August 23, 2017, 11:51:14 AM » |
|
Found here https://www.shadertoy.com/view/Xtt3WnNow I try to adapt this shader for Fragmentarium. So it's not "real" montecarlo like Eiffie`s GI or SunSky by Syntopia, but very cool for interior renders and more or less faster. I'll post shader soon when put the code in order
|
|
« Last Edit: September 20, 2017, 08:26:52 AM by Crist-JRoger, Reason: file update »
|
Logged
|
|
|
|
Sabine
|
|
« Reply #1 on: August 23, 2017, 01:54:05 PM » |
|
Cannot wait!
|
|
|
Logged
|
sabine62.deviantart.com
|
|
|
Crist-JRoger
|
|
« Reply #2 on: August 25, 2017, 02:29:24 PM » |
|
Okay here it is. Need add speculars, soft shadows... Run Menger to see. Please report if there are any errors.
|
|
« Last Edit: September 20, 2017, 08:27:51 AM by Crist-JRoger, Reason: go to 1st post for download frags »
|
Logged
|
|
|
|
Sabine
|
|
« Reply #3 on: August 25, 2017, 03:01:34 PM » |
|
|
|
« Last Edit: August 25, 2017, 04:13:20 PM by Sabine »
|
Logged
|
sabine62.deviantart.com
|
|
|
Sabine
|
|
« Reply #4 on: August 25, 2017, 04:45:34 PM » |
|
Had some runs and found some glitches, but might also be me - Reflections of material do not seem to work - Bokeh settings seem to do nothing - Black or white dots on some renders (see below) BUT from what I can see, it's looking good already! Any chance for 3D spotlight, ambient light colour, camlight plus colour, and nice AO... and and and..? and then it would no longer be a simple shader I am sorry, I get all greedy when I see something looking so great Will let you know if I find more things not yet working well
|
sabine62.deviantart.com
|
|
|
Crist-JRoger
|
|
« Reply #5 on: August 25, 2017, 05:28:15 PM » |
|
- Reflections - did you set Mat_ReflExp =1? - Bokeh works, check attach on your PC - Dots... i see on your picture, but fragment looks clean on my Radeon So I will see why you have this artifacts. How many subframes on your render? upd.: Something wrong with texturing. I'll fix it. Thank you!
|
|
|
Logged
|
|
|
|
|
Sabine
|
|
« Reply #7 on: August 25, 2017, 05:35:15 PM » |
|
Just tested some more, now reflection works fine! So, that was me in error! ;} I hope he says Yes!
|
|
|
Logged
|
sabine62.deviantart.com
|
|
|
Crist-JRoger
|
|
« Reply #8 on: August 25, 2017, 05:37:14 PM » |
|
black dots.. replace 178 string to if(UseTexture)surfaceColor+=clamp(texcube(DeTex, pos*DeTexScale, nor ).xyz,0.0,1.0)*DeTexExposure;
|
|
|
Logged
|
|
|
|
Crist-JRoger
|
|
« Reply #9 on: August 25, 2017, 05:42:55 PM » |
|
GLSL gurus where are you? Does this renderer have a right to exist? My knowledge is not enough for make full renderer with all basic functions.
|
|
|
Logged
|
|
|
|
3dickulus
|
|
« Reply #10 on: August 26, 2017, 03:35:42 AM » |
|
Very nice work CJR !!! simply by existing it has earned the right to exist I get lots of warnings at compile, varying deprecated etc. etc. I have made a few adjustments as I have learned that #version 400 does not cover the entire fragment, the line must also be in the vertex part and in the buffershader (vert and frag), also the sampler that uses tex.jpg should be initialized with an image that is in the distribution, like texture.jpg, and altered after loading by applying a preset, in the Default preset is good, so that when it compiles initially there are no errors but a warning will still be seen if the user doesn't have the texture you set in the Default preset. hopefully that makes sense? frags attached edit: IQ's shadertoy code is License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 you can review your obligations at the link
|
|
« Last Edit: September 21, 2017, 02:02:26 AM by 3dickulus »
|
Logged
|
|
|
|
Crist-JRoger
|
|
« Reply #11 on: August 26, 2017, 09:29:04 AM » |
|
3dickulus, I have no warnings With or without version declare. I noticed that wanghash doesn't runs on intel gpu without declaring of version. I didn't set any texture path to preset to avoid unnecessary warnings. But it's trifles. Any artifacts on nvidia?
|
|
|
Logged
|
|
|
|
3dickulus
|
|
« Reply #12 on: August 26, 2017, 05:42:37 PM » |
|
No artifacts, I have just now done a few tests on the zip I posted, with no clamp at lines 177 and 178 and no black dots after 1000 subframes Before the changes I made to the files in the zip I posted above... Tried path: ./Downloads/CJR/tex.jpg Tried path: ./Fragmentarium/Examples/Include/tex.jpg Could not resolve path for file: tex.jpg 9 locked variables: X,Y,Z,R,CycleColors,Cycles,RayBounces,RaySteps,MaxDepth Tried path: ./Downloads/CJR Tried path: ./Fragmentarium/Examples/Include Could not resolve path for file: Setting texture to: Camera: Use W/S to fly. 1/3 adjusts speed. Q/E rolls. Click on 3D window for key focus. See Help Menu for more. Created front and back buffers as RGBA32F Maximum texture size: 16384x16384 Fragment shader compiled with warnings: Fragment info ------------- 0(176) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(177) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(178) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(179) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(180) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(181) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(186) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(187) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(188) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(189) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(190) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(329) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(382) : warning C7533: global variable gl_FragColor is deprecated after version 120
Not a valid texture: Fragmentarium/ Compiled script in 41 ms. Found 'Default' preset. Executing... After these changes... Added texture: DeTex -> ./Fragmentarium/Examples/Include/texture.jpg 9 locked variables: X,Y,Z,R,CycleColors,Cycles,RayBounces,RaySteps,MaxDepth Setting texture to: ./Fragmentarium/Examples/Include/texture.jpg Camera: Use W/S to fly. 1/3 adjusts speed. Q/E rolls. Click on 3D window for key focus. See Help Menu for more. Created front and back buffers as RGBA32F Maximum texture size: 16384x16384 Compiled script in 42 ms. Found 'Default' preset. Executing... I will look at inserting the #version line from user frag (main window code editor) into vertex and fragment parts of main shader and buffer shader before sending code to GPU so that user only has to specify #version once , should warn if conflict. If DE.frag or 3D.frag or BufferShader.frag already have #version then the highest #version will be the minimum required. Using the compatibility flag will also take care of some conflicts. again... excellent work edit: I have fixed up FragM's parser to to automatically add #version from user fragment to the vertex shader so it only needs to be specified once and both parts, fragment and vertex use it.
|
|
« Last Edit: September 21, 2017, 02:03:37 AM by 3dickulus »
|
Logged
|
|
|
|
Crist-JRoger
|
|
« Reply #13 on: August 27, 2017, 12:37:21 PM » |
|
Thank you very much Another one, 2000 subframes. Some broken shadows...
|
|
|
Logged
|
|
|
|
3dickulus
|
|
« Reply #14 on: August 27, 2017, 09:23:09 PM » |
|
Nice to see some activity in this area I have added code to FragM for putting #version line from fragment into vertex code, user just adds one line at the top of DE and Buffershader files. Not on github yet but very soon I was also playing with rand wanghash stuff to see if it could resolve faster, cleaned up a little bit of code re:MathUtils.frag , seems to work? Here is a 500 subframes image and fragment(s)...
|
|
|
Logged
|
|
|
|
|