Author Topic: More Shaders  (Read 10047 times)

At the moment I think there are plenty of outputs (height map etc.) which effects cannot be shown within SD.
Would be helpful to have more shaders in SD.

This would really help. It's kind of hard to design a material in what could be a integrated workflow and not be able to see output for glossiness...

Anyway, it seems to be possible to import your own shaders. But I have not found any information about it, no one seems to write about it either. Anyone had luck?

Yes you can import your own shader.

You can find some information here: http://support.allegorithmic.com/documentation/display/SD4/GLSLFX+Shaders?src=contextnavpagetreemode

Cheers,
Nico
Director of Product Management & COO

Yes you can import your own shader.

You can find some information here: http://support.allegorithmic.com/documentation/display/SD4/GLSLFX+Shaders?src=contextnavpagetreemode

Cheers,
Nico

Yes, in theory this is an option. And for bigger development teams, this might as well be feasible and how they do it. But for me personally (and probably many others) this is just not a realistic option. I tried it and it's way to complex to port a GLSL version of Marmoset Skyshop in Unity to Substance Designer for instance.

I really love the workflow and idea behind SD4. But the gap between SD4's material preview and the actual result in Unity is very big right now.

I would expect that Marmoset and Allegorithmic could work something out or at least provide the "metadata" xml files to include Skyshop renderers in SD4 if you got the shader files already. At least get in touch with Unity to make sure that their PBR shaders will be compatible (output wise) with SD4 shaders or the other way around.

Many thanks
Daniel

[quote author=dixit-algorismi link=topic=827.msg3493#msg3493 At least get in touch with Unity to make sure that their PBR shaders will be compatible (output wise) with SD4 shaders or the other way around.
[/quote]

For the moment there is no official PBR shader in Unity.
However, we will provide soon a filter to transform our outputs into outputs compatible with Alloy in Unity, and we will try to do the same for others (maybe Marmoset if it's possible).This seems for us to be the best approach.
What do you think about it?

Cheers,
Nico
Director of Product Management & COO

[quote author=dixit-algorismi link=topic=827.msg3493#msg3493 At least get in touch with Unity to make sure that their PBR shaders will be compatible (output wise) with SD4 shaders or the other way around.

For the moment there is no official PBR shader in Unity.
However, we will provide soon a filter to transform our outputs into outputs compatible with Alloy in Unity, and we will try to do the same for others (maybe Marmoset if it's possible).This seems for us to be the best approach.
What do you think about it?

Cheers,
Nico
[/quote]

Hi Nico,

I'm not sure what these filters would do? Would a 'filter' be a node in the graph? Could you explain it a bit?

Thanks
Daniel

Hi,

One of the main problematic with PBR is that each shader has its own model, and its own outputs. This means that our PBR shader does not need the same channels than Alloy shader for example.

The idea would thus be to use some filters (aka instance node) that you put at the end of your graph, and would provide the good outputs for the shader. For example, if you put the "Alloy Shader filter" in a graph with one of our substance PBR ready, you would get a substance PBR Alloy ready with the good outputs to be used in Unity.

Does it make sense?

Nico
Director of Product Management & COO

Hi,

One of the main problematic with PBR is that each shader has its own model, and its own outputs. This means that our PBR shader does not need the same channels than Alloy shader for example.

The idea would thus be to use some filters (aka instance node) that you put at the end of your graph, and would provide the good outputs for the shader. For example, if you put the "Alloy Shader filter" in a graph with one of our substance PBR ready, you would get a substance PBR Alloy ready with the good outputs to be used in Unity.

Does it make sense?

Nico

Hi Nico,

this makes definitely sense and would be a nice addition for beginner users and/or to make substance libraries (like the substance database) compatible with a wide range of different PBR shaders.

I'm not sold on if this would really solve the problem with PBR and IBL shaders though. You would still not be able to 'see' in SD4 what you 'get' in your engine. The reason being that your PBR shader (of course) renders different than for instance Alloy, Skyshop and the upcoming Unity PBR shaders.

I don't think there is a general solution to this, as there are a endless list of engines and even more shaders. As a Unity customer, I just wish that you would get in touch with Unity to get information about how their shader will work, then make sure that you'll provide a 'Unity PBR' shader when the launch it. Please find a hint at what they plan here: https://twitter.com/aras_p/status/424585036999180288

Integrating Skyshop like Quixel do would also be a nice feature. I understand you have to have the resources to do this and can't do every feature request. Just saying' this probably would be a good seller argument for your product. There are many people using Unity (and Skyshop).

Many thanks
Daniel

 

hd_


I have been using the open source Lux PBR shader in Unity, and today ported it to SD4. You can see the Lux topic here:
http://forum.unity3d.com/threads/221985-Lux-%96-an-open-source-physically-based-shading-framework

And you can grab the SD4 shader here:
edit: Moved to github: https://github.com/hdunderscore/Lux4SD

It's still a bit raw since I'm new to shaders, but it works reasonably in my tests so far.

I may also share the 'UnityNode' I've been using to simplify my graphs when combining specular + glossiness, ambient occlusion->alpha and other tweaks. But I'll need to clean it up a bit since it has a few extra options that aren't really useful.
Last Edit: February 12, 2014, 02:24:00 pm

onkelpoe11@hotmail.de


I have been using the open source Lux PBR shader in Unity, and today ported it to SD4. You can see the Lux topic here:
http://forum.unity3d.com/threads/221985-Lux-%96-an-open-source-physically-based-shading-framework

And you can grab the SD4 shader here:
https://drive.google.com/folderview?id=0B8btTTaJ0buXejEwb0NWSFVMVUk&usp=sharing

It's still a bit raw since I'm new to shaders, but it works reasonably in my tests so far.

I may also share the 'UnityNode' I've been using to simplify my graphs when combining specular + glossiness, ambient occlusion->alpha and other tweaks. But I'll need to clean it up a bit since it has a few extra options that aren't really useful.

Yeah! This would be very useful, indeed !!! Thanks a lot for sharing - exited to see ´Unity Node´ :)

I have been using the open source Lux PBR shader in Unity, and today ported it to SD4. You can see the Lux topic here:
http://forum.unity3d.com/threads/221985-Lux-%96-an-open-source-physically-based-shading-framework

And you can grab the SD4 shader here:
https://drive.google.com/folderview?id=0B8btTTaJ0buXejEwb0NWSFVMVUk&usp=sharing

It's still a bit raw since I'm new to shaders, but it works reasonably in my tests so far.

I may also share the 'UnityNode' I've been using to simplify my graphs when combining specular + glossiness, ambient occlusion->alpha and other tweaks. But I'll need to clean it up a bit since it has a few extra options that aren't really useful.

Hey, this is cool! Many thanks  :)

when I try to load your shader I get an "implicit cast int to vec4" error.

hd_


I have uploaded a new version on github:
https://github.com/hdunderscore/Lux4SD

If that's the only error you get, it should be fixed.

I would love to see SSS shaders inside of Substance Designer, but the only issue is, it would be a VERY custom job...

onkelpoe11@hotmail.de


Integrating Skyshop like Quixel do would also be a nice feature. I understand you have to have the resources to do this and can't do every feature request. Just saying' this probably would be a good seller argument for your product. There are many people using Unity (and Skyshop).

Many thanks
Daniel


/sign!