T2S_illumination – x64 version released!

Scattering

Buddha 2The Scattering Tab refers to Reflection / Refraction properties. It includes some of the features present in “mib_glossy_reflection” and “mib_glossy_refraction”, as well as several additions.

The Scattered rays can either be Specular, Isotropic, Anisotropic, or Angular Dependent. Specular scattering will only allow “mirror-like” reflected and refracted rays.

For isotropic scattering, a single Shiny parameter defines glossiness. Low values will here increase the glossy spread. Anisotropic scattering gives separate shiny values on the U and V axis (see Anisotropy).

Angular dependent scattering gives different shiny values depending on the viewing incidence. Surfaces facing the viewer will thus have a Base_Shiny value, whereas grazing angles will have an Edge_Shiny value. The Edge_falloff determines the falloff rate towards the edge. This property allows for example to create blurred reflections which become specular at grazing angles.

Buddha MetalThe Reflection settings allow to choose a Reflection Color, as well as the number of glossy reflected rays with the Reflection Samples parameter. In addition, Reflection Exposure (0 by default) modifies the reflection weight depending on the reflected ray luminance. This allows to “filter” the reflections depending on their intensity. An Optimization parameter may enable Environment Only reflections.

Contrarily to Mental Ray dgs_material, user don’t have to worry about the physical accuracy (D+G+S=1 in dgs_material).

In T2S_Illumination, reflection has priority over the diffuse component. So a maximum “white” reflection (without Fresnel Mask) will make the diffuse color vanish completely. A Reflection color of 0.3 0.3 0.3 will divide the diffuse color by 3, etc….. in order to keep physical consistency.

Transparency

T2S_Illumination gives realistic transparency, depending on the object’s thickness. Transparent objects absorb a certain amount of light depending on its wavelength. This means that certain wavelengths are absorbed and some other are not, which gives the transparency “tint”.

The Refraction Color corresponds in this shader to the remaining color after an “infinite thickness”. The light absorbtion follows an exponential decay, where the “mean life time” is controlled here by an Attenuation Distance. The refractive Glossy samples can be set separately than reflections with Refraction Samples.

Refraction

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Wednesday, September 6th, 2006 Softimage XSI

4 Comments to T2S_illumination – x64 version released!

  • Chris says:

    Hi. I am using XSI 7.01 and have installed the addons T2S Illumination, and T2S Materials.
    I’m unable to load any of them.
    When I go to Get>Materials the menu shows up but doesn’t have anything in there.
    Do you have any advice? or an install tutorial.
    Thanks.

    • Daniel says:

      Hey Chris! Im using the same version and had the same problem but I got it woring! Make sure that you download that Microsoft visual C++ file (there are links on this site depending on what version of T2S your using. Then instead of using the get-material just load it as a material preset from the shadertree. You do this by opening the material PPG and at your right top corner there is a map icon. Load and save preset…) Thats how i got it working!

  • Rebys says:

    T2S_Illumination_1.1_x86-x64.xsiaddon instal but not visible in render tree options in xsi later 7.01 your older version is work! and the main, shader not work with property of inclusive or exclusive light!!! it work with all light in scene – its not good!!!

  • Adam Seeley says:

    Hi, first thanks for such a great shader, we’ve made great use of it.

    We now have a need to exactly replicate the look of the original 32 bit shaders for 5.11 in Soft 2010 64 bit. In the new version there are some extra options in the Output Tab regarding how Diffuse and BDRF elements are mixed. I am trying to replicate the way that the original shader mixed these elements. I can isolate the Diffuse and the Reflection elements in the new shader and they look exactly the same as the isolated versions in the original shader. Getting these ‘layers’ to mix in the same way as the original is proving difficult though.

    I assume there was a hardcoded setup in the original shader, but none of the new options seem to match it. Do you have any idea how I might achieve the look of teh original?

    Many thanks,

    Adam.

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