User-contributed CVS development builds. Please test and give feedback!
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gabio
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- Location: Canada - Québec - Sherbrooke
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by gabio » Thu Jan 05, 2006 6:14 am
cessen wrote:Oh, thanks. I haven't used the ramps in Blender in a while...
Didn't they used to have an add button, though? Ctrl-click is nice to have in addition, but it isn't exactly obvious.
Obvious?!
I didn't know before Zanqdo said it! This thing need an add button!
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solmax
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by solmax » Thu Jan 05, 2006 11:57 am

geil! bit by bit (no, actualy one huge chunk after the other) blender grows. amazing.
with the growing amount of object types (including the new material nodes) i just want to think one step further and propose (again) the introduction of a generic property editor. creating new tabs for each new feature in blender doesn't make much sense, and thus i think that a centralized place for editing properties and values will become more and more important. just something to think about.
two thumbs up for all who contribute to this great program!
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cessen
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by cessen » Thu Jan 05, 2006 11:16 pm
Ooooh... this is just getting better all the time.
I'm assuming more nodes are going to be added in the future (hell, I'll probably end up coding quite a few myself if others don't get to them first), and I'm really looking forward to this system's power increasing as that happens.
One thing that would be nice to have is an "add node" menu in the header. Shift-A is nice to have as a hot key, but it should have an obvious counterpart in the GUI itself.
Also, when multiple nodes are selected it would be nice if dragging one of them (by clicking and dragging, rather than by pressing G) dragged all of them. Currently it only moves the one being dragged.
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Dani
- Posts: 143
- Joined: Fri Oct 18, 2002 8:35 pm
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by Dani » Fri Jan 06, 2006 1:27 pm
Cessen wrote:
One thing that would be nice to have is an "add node" menu in the header. Shift-A is nice to have as a hot key, but it should have an obvious counterpart in the GUI itself.
yes, i think th eUI is not final (at all), there are still some weird things happening, like the way you add a texture. But it's already looking really good.
Dani
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crsrma
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- Joined: Tue Mar 30, 2004 3:47 pm
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by crsrma » Fri Jan 06, 2006 8:46 pm
Multiple Lighting Models w/ Node Editor:
-Shift+D in node editor & do "single user" after selecting duplicate - in Material Editor)
-Change one of the duplicate's diffuse or specular shaders
-Shift+A - Add a "Mix Color"
-Attach color values of 2 materials to "Mix Color" slots 1 & 2
-Attach "Mix Color" to Output
-Render!

The brighter red around the white is a quick example of multiple specular shaders.
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Most impressive, thanks again to you awesome devs. I didn't even have to look at any documentation as all the commands are recycled nicely.
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ZanQdo
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by ZanQdo » Sat Jan 07, 2006 9:17 am
Edit: Sorry crsrma, I din´t mean that

What I mean is I would like some more information about the node editor, I don´t get some things like the Normal node and specially the Fac and Dot inputs and outputs. Also the Ramp node is a bit tricky for me.
Last edited by
ZanQdo on Sat Jan 07, 2006 11:01 pm, edited 3 times in total.
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crsrma
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by crsrma » Sat Jan 07, 2006 3:17 pm
That post wasn't for someone of your
obviously advanced expertise.
I apologize if that sounds condescending, but it is.

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cekuhnen
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- Joined: Mon Jan 13, 2003 11:04 pm
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by cekuhnen » Sat Jan 07, 2006 8:50 pm
realy fun is it when you mix different light models together,
http://www.jrkuhnen.de/blender/light.mov
in this example there is a toon and blinn specular together,
plus the nice other effect you see here in the animation.
and here the shader network:

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cekuhnen
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by cekuhnen » Sat Jan 07, 2006 10:50 pm
in shadermaker i created those procedual shaders,
most was a combination of blender nodes alpha channel croping
and with a height node the texture difference along the y axis
was controlled.
i dont see why this should not be possible when they include some more nodes which deal more with space orientations in 3d space.
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cekuhnen
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- Joined: Mon Jan 13, 2003 11:04 pm
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by cekuhnen » Sat Jan 07, 2006 11:08 pm
in shadermaker i created those procedual shaders,
most was a combination of blender nodes alpha channel croping
and with a height node the texture difference along the y axis
was controlled.
i dont see why this should not be possible when they include some more nodes which deal more with space orientations in 3d space.
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ZanQdo
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- Joined: Sun Apr 11, 2004 4:57 am
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by ZanQdo » Sat Jan 07, 2006 11:18 pm
Hey I found a new screenshot at Ton´s page, don´t know what these curve node does but it looks soo cool, check the output node
http://www.blender.org/bf/rt.jpg
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cekuhnen
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- Joined: Mon Jan 13, 2003 11:04 pm
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by cekuhnen » Sun Jan 08, 2006 2:16 am
mh that looks great, thsi reminds me about tools i use in mental ray,
normal value, curve/ramp, this progress here looks very promessing.
i noticed that each time i create a shader and add elements blender takes more time to render the first image. is that because of shader compilations?
or is it just me?
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Toon_Scheur
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- Joined: Sat Nov 06, 2004 6:20 pm
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by Toon_Scheur » Sun Jan 08, 2006 5:01 pm
This whole material nodes is very intimidating. Seems to me that the possibilities are endless! Is there some clearly defined workflow that start with the material that you have in mind and how to get to there? Which effects are now possible with this new setup? Does this make pyTextures obselete?
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Toon_Scheur
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- Joined: Sat Nov 06, 2004 6:20 pm
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by Toon_Scheur » Sun Jan 08, 2006 5:02 pm
This whole material nodes is very intimidating. Seems to me that the possibilities are endless! Is there some clearly defined workflow that start with the material that you have in mind and how to get to there? Which effects are now possible with this new setup? Does this make pyTextures obselete?