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  #1  
Old 11-02-2005, 03:07 AM
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New Tutorial - Render Tree Math Nodes

uploading as we speak. 1hr 38 mins of mumbling, stumbling and one or two cuss words

It was sort of inspired by a recent thread on cg talk about render tree math nodes and mostly a mental ray version of the first material we create in the realtime shaders series i'm currently working on.




no shaders (in the biblical sense), no lights. just a null, a sphere and some basic vector math.

the math is a little dodgy in places but this was just meant to be a quick walkthrough of an excercise.


hope you enjoy.
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  #2  
Old 11-02-2005, 03:11 AM
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Alright.....let's just see it

*drewls*
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  #3  
Old 11-02-2005, 06:29 AM
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BLOODY HELL! :shock: That's one scary-looking render tree. I'll definitely be checking this one out .

Cheers.
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Old 11-02-2005, 10:19 AM
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Looks good Squid, can't wait to check it out.
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Old 11-02-2005, 06:27 PM
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Re: New Tutorial - Render Tree Math Nodes

Originally Posted by Squid
uploading as we speak. 1hr 38 mins of mumbling, stumbling and one or two cuss words
It wouldn't be a Squid tutorial if it didn't have cuss words :lol:

Flippin heck, that's a Render Tree and a half :shock:
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Old 11-03-2005, 08:27 AM
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I made 3 more vids because i felt the math explanations we a bit poor on the original tutorials.

they live

just a small note : the propper order they should be watched in is.

Diffuse
Attenuation
Specular
RelatedVectorMath_01
RelatedVectorMath_02
RelatedVectorMath_03






























they were quite mild cuss words
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Old 11-03-2005, 10:17 AM
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Hi Squid.
Thanks very much for doing this, it was an area I wanted to learn more about.

Just a quick note however, the Diffuse link is also being directed to the Attenuation video. Any chance of a fix ?
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  #8  
Old 11-03-2005, 10:48 AM
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olblue just rendered a teapot for the very first timeolblue just rendered a teapot for the very first timeolblue just rendered a teapot for the very first timeolblue just rendered a teapot for the very first timeolblue just rendered a teapot for the very first timeolblue just rendered a teapot for the very first time
I think I just fixed that part - let me know if there are any problems though.
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Old 11-03-2005, 08:02 PM
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Thanks for the fix Chris.
And thanks for the video Squid. Extremely interesting :wink: Probably more in deth than I would use on a daily basis, but I realised it was important to know how lighting/shading works, and it did give me ideas for other things :wink:
Cheers.
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  #10  
Old 11-03-2005, 09:48 PM
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yeah, it's not something i'd probly do on a daily basis either but, i find when i'm struggling to get a look that i need it definately comes in handy to go through some 'fundamentals' to get the old noggin working.

The plan is to make a few more tuts using acutal realworld problems (blending normal maps into displacement, making 'edges' scruffy etc) using some of the lesser known nodes in mental ray.

glad you got something out of it though
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