2014/09/16

'OSL Shader Writing with compatibility in mind' workshop in Amsterdam!


Don't miss my workshop at the Blender Conference 2014, from 24 to 36 October, in Amsterdam!

'OSL Shader Writing with compatibility in mind'

I'll make a course / workshop about OSL compatibility between renderers and how to get the most of OSL on a multi-renderers production.

I'll talk about :
- OSL Implementation differences,
- Texture Shaders
- Materials Shaders
- 100% OSL shading
- Solution to be compatible between renderers

Examples of OSL shading from Cycles to Appleseed and VRay will be shown.

More information about the presentation Here.

....

2014/09/15

QUIPCAM and PYLA at the Blender Conference 2013

hi !

The Blender Conference 2014 is in a month!

So it's time to remember the Blender Conf 2013, with videos of my presentations of QUIPCAM and MYLA.

The Blender conf is really nice, with a lot of very interesting prestenations.
Blender is near everywhere, so there is presentation about near all CG subject, from game to VFX, via real time vizualisation, shading, OSL (of course!), and a lot more!

Here is the first presentation about QUICKCAM. Beginning is missing due to a technical problem:


The second is about MYLA, and it is very short (start à 33mn 44s):


See you in Amsterdam !

2014/09/01

Les Photos déclarent leur indépendances

Youpi en Vadrouille mélange univers 3D et photos depuis le début.

Hélas, il est devenu trop difficile de gérer les deux ! L'abondance de l'un occultant l'autre, et vice versa.

Aussi, Les vadrouilles de Youpi se soncentreront sur la 3D, le shading et l'OSL.

Et pour découvrir mes photographies, je vous invite sur mon Tumblr : Realworldography !
Que des photos, que du monde réel !

Si vous aimez mon travail photographique, abonnez-vous !


'Youpi en vadrouille' is a mix of 3D and photos from the first post.

Indeed, it started to be very difficult to have the two in one blog. Many of one hiding the other, and making navigation difficult.

So, now, Youpi will be more 3D, shading and OSL !

For the photos, you have to welcome my new Tumblr: Realworldography !
Just photos, just from real world !

if you like it, subscribe please !

2014/07/31

New Versions of GAO and GAO2 Ambient Occlusion !

Someone of you asked me why GAO is not working on Blender 2.71.

Unfortunately, the bug is not from GAO, so I can’t fix it! The OSL ‘Trace’ Function is bugging on some version of Blender 2.71.x.

Indeed, GAO and GAO2 are working perfectly on the Official Blender 2.71. You can download Blender 2.71 here.

So, I decided to clean up and make GAO ever Better!

What’s new in GAO 1.1 !
1. Closure Ouput now use Input colors! It’s now possible to have colored or even textured Ambient Occlusion

2. New Oversampling function. It adjusts the quality of your AO independently from scene sampling. It’s also possible to have better AO on some object and basic one on others.

3. New Gamma display! GAO is definitively the smoothest Ambient Occlusion! The gamma allows making it smoother or looking more like a true lighting effect.


All new GAO2.1 !
A completely rewritten of the most popular GAO2 by BAO2 from BlenderArtist Forum !

It includes all new things from GAO1.1 with the typical functions of GAO2 added:
1. AO angle in degrees.
2. 3 modes: 1 = Standard AO, 2 = Inverted Normal AO (wear), 3 = both.
3. Inverted Effect that swap the In and the Hit inputs.

The Indirect Illumination option is not yet implemented, sorry.

Download GAO1.1 Ambient Occlusion

Download GAO2.1 Advanced Ambient Occlusion


AND, very very big news : GAO2 for VRay 3.0 !

You have to use it with the VRayOSLMtl !

There is just one material output (no map color only output).

There is just one function different from GAO2 generic OSL :
UseTexture checkbox : when OFF, GAO2 use the color input. When ON, it use the map inputs.

Download GAO2.1 for VRAY 3 ready to use .oso file

Download GAO2.1 for VRAY 3 .OSL source code


Enjoy!

2014/07/30

OSL Teaching Winter 2014 Results

I'm teaching shading and Shader Writing for years.

During the last Winter Session, in 3D Master at ESTEI, we studied Open Shading Language.

Here is the results, from the first shader to a full workshop :

Shader Writing Courses 2014 Students Work Reel from François Gastaldo on Vimeo.

2014/03/15

Evolution of GAO Ambient Occlusion Shader

I would like to present you a very nice évolution of my GAO Ambient Occlusion Shader by BAO2.

He did a more complex version, with inverted AO (edge detection) and some other enhancements.

here is the link to dicover the GAO2 AO OSL SHADER !


ADDEDUM : GAO and GAO2 are updated ! Click here to see the new versions GAO1.1 and GAO2.1 !

GAO Ambient Occlusion Tutorial !

It's cool to see works done with my shaders, and this tutorial, by Gleb Alexandrov is a very nice one !!!

Gleb Alexandrov is a 3D artist doing impressive works using Blender, like this one.

He offers us a nice tutorial to show how to use AO for 'dirting' objects :



"Today we'll explore yet another way of making procedural dirt (ambient occlusion) in Blender, using OSL shader by Francois Gastaldo.

Note that I'm using modified version of this shader, posted by BAO2 on Blenderartists.
http://blenderartists.org/forum/showt...

Original version: http://vadrouillegraphique.blogspot.n...

Rocket Artillery model by SONGKRO on Blendswap.
"

THANKS for this work Gleb !


ADDEDUM : GAO and GAO2 are updated ! Click here to see the new versions GAO1.1 and GAO2.1 !

2014/03/01

Fast Multi Channel Ambient Occlusion



First, Welcome VRay to OSL World !

To celebrate Chaosgroup VRay entering the OSL world, with it's 3.0 version, here is a Three Ambient Occlusion for the price of One !

This shader is an Ambient Occlusion, but it does what a lot of you already do by hand: put 3 different AO, each on a different color channel.

Then, you just have to sepparate RGB channels with you favorite compositing software. The main advantage of this shader is that it optimaze rendering time by do not triple shading.

There is two versions of the shader :
TriGAOVr.osl : it's 100% Vray 3.0 compliant version !

and

TriGAO.osl : this version is for renderer implementing the 'getmessage' OSL functionnality, like Cycles or SpectraStudio.
It is about 30% faster, as it tracing just one ray for the three AO. It has a smoother AO gradient, needing less AntiAlias.


Small Documentation :
AO Angle : Occlusion search angle in RADIAN, 1.0 = 180° AO search.

Maxdistance : Limit of distance of occluding object.
The smallest it is, the smallest scene detail are highlithed by AO.
If there is Green and Blue AO, Maxdistance is for RED only.

GreenAODistance : Limit of distance of occluding object for GREEN channel.

BlueAODistance : Limit of distance of occluding object for BLUE channel.

OverSampling : multiply the number AO ray rendered.
doing 5 render samples with 10 OverSampling AO rays is faster than doing 50 render sampling with no Oversampmling.

The TriGAO.osl version has no checkbox for Green and Blue AO. Disable them with 0.0 value.

The TriGAOVr.osl has a BoostExposure control to compensate Render Exposure Control.

DOWNLOAD :
For Vray, or any renderer, you can download TriGAOVr.osl here.
Or TriGAOVr.oso, ready to use, version here.

For Cycles and other renderers using 'getmessage', download the TriGAO.osl version here.

2014/01/26

Lowkeying, au coeur du Clair-Obscur



Le LowKey, le clair obscur, les images sombres me fascinent. Hélas, il est dur de les réaliser en numériques, tant la plupart des écrans ne peuvent rendre justice à ce traitement trés sombre des photos.

Voici tout de même quelques photos, en LowKey, prises dans les Pyrénées l'été dernier.

2014/01/07

Happy New Year to All !!

Happy new year to All !

I wish you a year full of nice shading, cool OSL scripts, and gorgeous 3D renders !

Here is a small 2014 animation, made with IRay, 3DSMax and gwivy :

Happy new Year 2014 from François Gastaldo on Vimeo.


2013/06/29

PYLA 1.3 : Faster than base material !

Pyla is still evolving, and here is version 1.3, with optimization!

Pyla is not a slow shader. Usually, using it slows down your render time by just 2%.
Indeed, I'm trying to get it faster.

With this new version, your object with Pyla can be rendered faster than just the base shader!

In fact, you have to choose wich layer will appear in secondary reflections (reflects, transparency, indirect lighting...). If you choose the fastest of your shader, base or layer, you can cut your render time by up to 30%.
You can even choose to have a Black Closure (Null closure) for secondary, and you render could up to 60% faster!

Complementary documentation for PYLA 1.3:
MaskLayer = Put here a mask image to have the layer visible just on the white part of the mask.

Secondary_Layer = Secondary Optimization:
0.0 = NO Optimization, use it for maximum photorealism
1.0 = secondary is Base, use this if your Base shader is faster than Layer Shader
2.0 = secondary is Layer, use this if your Layer shader is faster than Base Shader
3.0 = secondary is black (null closure). This is the fatest render, but could do unwanted result in case of readable reflection of the object.

Optimization is very effective if you have complex layers or base shaders. But if all your layers are already fast to render, it would not be a great help (indeed, there is less needs of optimization in this case).

PYLA 1.3 is dowloadable here : PYLA1.3

2013/06/24

Physically Correct Shader Update

Back from two weeks far from Internet, I just discover that my Physically Correct shaders don't work anymore with lastest Blender distribution.

So, I corrected them, and now, it's ok!

Just go to Original Post about Physically Correct Shaders to download the latest version.