(Legacy) Diblis MOS Character Shader 1.2 #483
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Little update Diblis MOS Malt Shader 1.1.zip
NOTE: I should have mentioned this before, but be wary of using specular with custom normals. As of right now there's something up with the NPR Specular node and it doesn't quite interpret them correctly. The old Specular model which I've included in the Character Shader Node Group doesn't have this problem, it just doesn't have some of the parameters the new one has. You can see more about this in this discussion thread. #400 There is also an included function there which you can drop into a plugin and to get the old model with the new parameters, I completely forgot about this, and will personally replace it whenever I can get the plugin working on my end 😄 |
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Update 2:
In the zip file there is now a Malt plugin you'll want to add to your plugins directory. Within is a new Specular Type added to the NPR Specular node to circumvent the issue with custom normals. I've also tried my hand at creating a Kawase Blur node... really I just converted the code found in this PDF. (https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf) It seems to work fine for me. But I don't doubt there's a more efficient way of doing this in Malt. You can find the Kawase Node in the filter category. It needs multiple texture passes to work, so Screen Pass only! Having added the Kawase Blur to create some more performant Bloom effects, I've removed some of the old Bloom outputs on the Main Pass as they aren't needed anymore. I've kept the Bloom Fac, but it's not currently doing anything. Not sure how I want to go about using it in the set up just yet. If you have any issues. Let me know! |
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Latest Update: #483 (comment)
This is the Malt half of my current rendering setup. I'm posting it here, feel free to do what you want with it. In order for it to work, you need to be on the latest version of the Node Groups branch found here.
=== Included Stuff ===
Diblis MOS Malt Shader.zip
I'll update this post with the other stuff I use for Character rendering in Malt, after I get finished remaking it all for efficiencies sake.
Let me know if the blend works, and if you like it... or if you hate it, I don't really mind 😃. If you have any questions, ask me! I probably don't know the answer, but maybe I do!
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