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Let's build a kick-ass shader library

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andromeda_girl
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Re: Let's build a kick-ass shader library

#16

Post by andromeda_girl » Fri Nov 08, 2019 5:17 am

seems i misunderstood how it would proceed.
I'll work on compiling the few I have on the weekend and see if i can be successful in making something that works on reactor.
considering i am not a coder and have not submitted to reactor before i will likely require some help on that but I'll follow andrew's tips. he seems to have a firm grasp on that.

never used blender, but substance shader does export maps at whatever rez you desire, allowing me to replicate to high precision what it makes into fusion, so perhaps I can start there.

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Re: Let's build a kick-ass shader library

#17

Post by Shem Namo » Mon Nov 18, 2019 10:17 am

So, How is it Going?

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Re: Let's build a kick-ass shader library

#18

Post by andromeda_girl » Tue Nov 19, 2019 10:36 am

Hi everyone, thanks for the interest in this project!
I am happy to say that with the help of a kick ass TD [Andrew Hazelden] the soon-to-be-released-into-Reactor shader library is very close to reality.
With a little luck, Reactor will have a new toy for everyone to use, and with the input of you the user group it will only expand.
Stay tuned, [no spoilers just yet]
Au

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Re: Let's build a kick-ass shader library

#19

Post by SecondMan » Tue Nov 19, 2019 8:40 pm

:cheer:

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Re: Let's build a kick-ass shader library

#20

Post by andromeda_girl » Sun Dec 08, 2019 2:50 pm

STAND BY FOR LAUNCH!

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Re: Let's build a kick-ass shader library

#21

Post by SirEdric » Sun Dec 08, 2019 9:24 pm

You're teasing!
Exciting...:-)

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Re: Let's build a kick-ass shader library

#22

Post by ShadowMaker SdR » Tue Dec 10, 2019 3:01 am

Then you haven't seen the great animated banner... now THAT'S a TEASE!

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Re: Let's build a kick-ass shader library

#23

Post by SirEdric » Tue Dec 10, 2019 3:11 am

Of course I've seen it!
It's just that you can't write comments underneath a banner...:-)

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Re: Let's build a kick-ass shader library

#24

Post by Midgardsormr » Tue Dec 10, 2019 7:07 am

'Course you can! All you need is a Sharpie.

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Re: Let's build a kick-ass shader library

#25

Post by SirEdric » Tue Dec 10, 2019 7:24 am

ROFL....:-)

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Re: Let's build a kick-ass shader library

#26

Post by Shem Namo » Tue Dec 10, 2019 7:16 pm

I wonder what the lens flare on the banner are for? Maybe we should make a collection of those next, I have a bunch I can add ;)

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Re: Let's build a kick-ass shader library

#27

Post by Midgardsormr » Tue Dec 10, 2019 7:48 pm

Optical Flares is a suite of OpenCL fuses and assets created by June Yu. (We did caution him about the trademark, but he named it that anyway.) Since BMD deprecated OpenCL support in v16, though, they don't work there. They're great in Fusion 9, though.

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Re: Let's build a kick-ass shader library

#28

Post by Shem Namo » Tue Dec 10, 2019 8:07 pm

How come they got rid of OpenCL? And I am just saying I have a few flares that I think could be useful on Reactor just trying to see if anyone is in similar situation.

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Re: Let's build a kick-ass shader library

#29

Post by Midgardsormr » Tue Dec 10, 2019 8:13 pm

They've introduced a new high-level GPU coding language called DCTL (Davinci Color Transform Language, I think is what that stands for) that compiles into code for OpenCL, Metal and CUDA. It's pretty sparsely documented so far, and nobody has yet taken the time to explore it deeply enough to actually write new Fuses with it. As far as I know, we can no longer write OpenCL kernels directly—everything has to be written in DCTL.

As for making flares available on Reactor, it's a good idea. If you have a few of them, you could package them up into a single Atom. You might even start a project similar to this one, where people could submit flares to a central location, and the Atom could be updated occasionally to include new submissions. I'm looking forward to seeing exactly how andromeda_girl has structured this thing—it will probably be a good model to emulate for more collaborative Atom submissions.

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Re: Let's build a kick-ass shader library

#30

Post by Shem Namo » Tue Dec 10, 2019 8:27 pm

but what about your XGlow fuse or the WSL Audio fuse and a lot of other fuses seem to work fine in Resolve 16 or are those different kinds of fuses? Thanks