@John - selected two image files for above but second didn’t load, here is the other. Ooooops too big to post, reduced it by 50% to post and worked.
@John - sometimes when I have an object in the output window, after I move and resize with thumb and finger pinch etc - the windows freeze or lock into scaling mode. After playing around a little it sometimes comes back. Not sure if this is due to my Shade definition or the user interface on the design and output windows. Scaling the output window up and down usually works during this problem.
@Bri_G try the Mix node.
@Bri_G thanks for your suggestion about the menu! Something I’m thinking about as well. Next build has the buttons repositioned but I’m not sure yet what the final design will be.
All, anyone any idea how we incorporate a lerp in Shade. @John mentioned it in his help pages but then dismissed it - does that mean build from first principles?
Couple of small bugettes:
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The Bloom option keeps on turning itself back on (even though I’ve turned it off) after i’ve saved and reloaded the Shader,
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Shade appears to get the depth sorting wrong if you’ve got the floor-plane turned on and you use any Shader Blend mode other than ‘Disabled’. I.e. the model always appears behind the grid.
Interestingly, you can duplicate the base Shader node and Shade will happily allow you to construct multiple shade networks in the same layout. However, there appears to be no way of reassigning any of the other Shaders to the ‘current’ model for testing. Maybe this is for future development?
Here’s another one I’ve quickly made.
A basic x-ray shader that uses the relationship between the view angle and surface normal to determine how much the normal faces the camera (using the dot product). The values (0…1) are then remapped using a gradient to give the signature x-ray look I.e. brighter if the normals are at more oblique angles facing away from the camera, less bright/transparent if they are facing towards the camera. You need to set the shader Blend Mode to Additive to get this to work.
This is often called an Incidence, Facing Ratio or Fresnel shader in other packages and has loads of applications (including Toon shaders etc…).
Try playing around with the gradient to get different effects…
@andymac3d nice shader, I love incidence shading too. It’s great for adding subtle rim lighting effects.
@andymac3d - loaded your x-ray shader in, still have a solid 3D rhino. How do you set the shader blend mode?
Thanks @Simeon
@Bri_G - on the Shader there’s an icon on the top right (like control panel sliders) - click on that and the Blend Modes are there
@andymac3d - thanks for that, still finding my way around.
@andymac3d - found it, moded it an reproduced it. Thank you.
@Simeon is there any reason why we can’t use the almost universal sign for menu in three parallel horizontal lines rather than two opposing horizontal arrows?
@john When selecting something that has multiple options, could you change the color of the current selection. For instance, if you select Blend Mode of the Surface list, there are 4 options, disabled, normal, additive, and multiply. There isn’t any way to tell which option is currently selected. It would be nice if the current selection was a different color from the rest.
@dave1707 any UI you see in white (looks like plain iOS style) is placeholder UI until we can develop a proper one. @John just develops features faster than I can design UI
Sorry about that
@John - trying to add a number node to a Shade by typing text into the create dialogue box. As you type the text the options list is reduced, eventually listing only number. Touch on the number text and a node is created - an Fwidth node. This keeps happening to me so now using the library.
Also when I have deleted the Fwidth node and pull out the lib menu the Fwidth dialogue box is there. This disappears when the menu is closed and re-opened to reveal the lib menu.
@Bri_G that is so weird — it inserts a number node for me. Does it do the same if you hit the return key rather than tapping the option?
@Simeon - tried again this morning in both portrait and landscape modes. Typed in num into the dialogue box and touched the text Number - I found I got mainly Numbernodes, but if you touched near the top of the text or near the bottom of the text I got a Fwidth or a Mic. Seems to select from the list on positional selection. My fingers are quite big and it may also be influenced by the angle that you are holding the iPad. It would suggest that the selection area to touch is bigger than the dialogue text box area displaying the options.
@Simeon - just tried typing dir into the text area on the node selector and it gave me only the text ViewDir option above it. Pressing on that near the top gave me an Fwidth node and near the bottom a WorldNormal.
@Simeon - I don’t know if it’s an iOS feature or local programming but it looks like, even when you get down to one text selection option, the selection is actually made on a positional input. The effect is probably worse in landscape due to relative size/shape of option boxes. With Shade landscape is probably the favoured orientation.