Let's build a kick-ass shader library

Moderator: SecondMan

User avatar
andromeda_girl
Fusionista
Posts: 439
Joined: Sun Feb 21, 2016 6:25 am
Been thanked: 3 times

Let's build a kick-ass shader library

#1

Post by andromeda_girl » Mon Sep 09, 2019 4:38 am

hello everyone, i got a poke that we ought to do this and so here it is...
let's not wait for BMD to maybe not update the bins shader library with ones that we can actually use. presently, only a couple of them are really useful while the rest are not so helpful at all.

Looking for something that rivals the lib from Substance...
What say you?
Image


User avatar
French_Fry
Fusionista
Posts: 332
Joined: Tue Aug 05, 2014 8:04 am
Location: Nashville, TN
Contact:

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

#2

Post by French_Fry » Mon Sep 09, 2019 10:17 am

I like the idea. I'm not the expert in shading and light theory, but seems like it would be hard to get anything close to substance without PBR shading no? I'm sure @Chad would have something to say. :D


User avatar
SirEdric
Fusionator
Posts: 1999
Joined: Tue Aug 05, 2014 10:04 am
Answers: 4
Real name: Eric Westphal
Been thanked: 147 times
Contact:

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

#3

Post by SirEdric » Mon Sep 09, 2019 11:31 am

I spent weeks trying to combine Fusion's existing shaders into something that looks and behaves like Blender's PBR.
Wouldn't say it was miles off, but at least a few hundred yards.
I also talked to Chad about the idea of taking the threeJS shaders into his CustomShader.
But when you look at the code snippets in threeJS spread over hundreds of small 4-line files, it's a mess one would probably need ages to put together the right way.
Unfortunately the lack of a PBR Shader that looks identical (or at least similar) to what's out there is really a shame...


User avatar
JUNE
Fusionista
Posts: 250
Joined: Wed Aug 06, 2014 5:45 am
Been thanked: 15 times
Contact:

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

#4

Post by JUNE » Mon Sep 09, 2019 8:26 pm

lets

Image

lets go :D


User avatar
Chad
Fusionator
Posts: 1429
Joined: Fri Aug 08, 2014 1:11 pm
Been thanked: 16 times

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

#5

Post by Chad » Tue Sep 10, 2019 10:14 am

SirEdric wrote:
Mon Sep 09, 2019 11:31 am

I also talked to Chad about the idea of taking the threeJS shaders into his CustomShader.

Yeah, best I could tell there was nothing in that particular shader that had anything beyond single pass fragment shaders.

Some effects like soft reflection need diffused environment maps. We can "brute force" that with multisampling, but otherwise you would need to pre-process that in the flow. It could be a Decktool fuse that does the blurring so long as it's uniform. Trilinear sampling could be done, too, with a separate plugin (imagine Texture2D having optional MIPmap inputs).

3CuS would only be needed until we "figured out" what we wanted. It could then be baked to a cleaner plugin for half the cost (and would render in SW).


User avatar
SecondMan
Site Admin
Posts: 3694
Joined: Thu Jul 31, 2014 5:31 pm
Answers: 7
Location: Vancouver, Canada
Been thanked: 130 times
Contact:

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

#6

Post by SecondMan » Tue Sep 10, 2019 5:58 pm

andromeda_girl wrote:
Mon Sep 09, 2019 4:38 am

What say you?

I say this is a great idea and ideal as a community project.

I also vote for @andromeda_girl being the curator and at some point a Reactor submission from said curator ;)

Would you be able to post an example or two?

Thanks for starting this up! :cheer:


User avatar
andromeda_girl
Fusionista
Posts: 439
Joined: Sun Feb 21, 2016 6:25 am
Been thanked: 3 times

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

#7

Post by andromeda_girl » Wed Sep 11, 2019 4:14 am

aw shucks. i am happy to take point on this- I have been on a crusade for this since I first saw shaders in fusion way back in the before time. I immediately knew we should be able to bring in assets from a 3D application intact with its surfacing.
the fight goes on. perhaps the new USD format might help bring that 15 year old dream to reality for Fusion.

so yeah! let's do this... i won't have reams of time for much myself but i can get something started.

oh BTW:
I found that when you make shaders in substance, you can then export the maps in whatever resolution you want!
so i think i'll begin with the ones made for a recent project of mine. perhaps if others are using substance they can do the same thing because while Fusion cannot import PBR shaders from other applications, you can take all the maps out of substance and reassemble them into a shader with a cook torrence for example - and it'll match it quite nicely.

contact me off list and i'll start compiling...


User avatar
andromeda_girl
Fusionista
Posts: 439
Joined: Sun Feb 21, 2016 6:25 am
Been thanked: 3 times

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

#8

Post by andromeda_girl » Wed Nov 06, 2019 8:20 am

so....
i get crickets on this so far, gang. we killing this idea?

User avatar
SecondMan
Site Admin
Posts: 3694
Joined: Thu Jul 31, 2014 5:31 pm
Answers: 7
Location: Vancouver, Canada
Been thanked: 130 times
Contact:

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

#9

Post by SecondMan » Thu Nov 07, 2019 6:00 am

andromeda_girl wrote:
Wed Nov 06, 2019 8:20 am
so....
i get crickets on this so far, gang. we killing this idea?
Well...
andromeda_girl wrote:
Wed Sep 11, 2019 4:14 am
i am happy to take point on this- I have been on a crusade for this since I first saw shaders in fusion
andromeda_girl wrote:
Wed Sep 11, 2019 4:14 am
i won't have reams of time for much myself but i can get something started.
andromeda_girl wrote:
Wed Sep 11, 2019 4:14 am
so i think i'll begin with the ones made for a recent project of mine.
Where is it? :)

User avatar
andromeda_girl
Fusionista
Posts: 439
Joined: Sun Feb 21, 2016 6:25 am
Been thanked: 3 times

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

#10

Post by andromeda_girl » Thu Nov 07, 2019 7:00 am

I've been waiting for others to provide what they made for shaders.
otherwise all i can provide is a handful that I made-
and what I was hoping to acheive is to post something when there is a nice fat whopping amount. otherwise i have to update it again and again as they trickle in- and so far, nothing has come in.

User avatar
AndrewHazelden
Fusionator
Posts: 1491
Joined: Fri Apr 03, 2015 3:20 pm
Answers: 6
Location: West Dover, Nova Scotia, Canada
Been thanked: 82 times
Contact:

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

#11

Post by AndrewHazelden » Thu Nov 07, 2019 7:40 am

andromeda_girl wrote:
Thu Nov 07, 2019 7:00 am
otherwise i have to update it again and again as they trickle in
The Steakunderwater Reactor package manager seems to me like the ideal place to combine a whole collection of user-created shaders for Fusion. :)


User avatar
andromeda_girl
Fusionista
Posts: 439
Joined: Sun Feb 21, 2016 6:25 am
Been thanked: 3 times

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

#12

Post by andromeda_girl » Thu Nov 07, 2019 11:04 am

yes but so far, i have like maybe 5 or 6 and that isn't much of a collection. the idea was to acquire a pile from many people

User avatar
ShadowMaker SdR
Fusionista
Posts: 679
Joined: Sun Sep 21, 2014 6:17 am
Answers: 4
Been thanked: 22 times

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

#13

Post by ShadowMaker SdR » Thu Nov 07, 2019 11:20 am

And I think the point Pieter was trying to make was that it might have helped to lead by example, since you even mentioned that you wanted to 'take the point' and start with a couple of ones from yourself. As soon as people see you're serious then they might chip in as well.

User avatar
SecondMan
Site Admin
Posts: 3694
Joined: Thu Jul 31, 2014 5:31 pm
Answers: 7
Location: Vancouver, Canada
Been thanked: 130 times
Contact:

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

#14

Post by SecondMan » Thu Nov 07, 2019 12:36 pm

andromeda_girl wrote:
Thu Nov 07, 2019 7:00 am
I've been waiting for others to provide what they made
That's never going to work, trust me. It's exactly what Sander says, you're going to have to lead the way. 5 or 6 shaders is perfect. It gives an example of how to best share them, in what directory, naming etc.

And I agree with Andrew. Put it in Reactor. Easy to download that way, add to it, submit as a new version so updating is automatic for everyone, etc - it's what Reactor was built for.

User avatar
Shem Namo
Posts: 33
Joined: Sun Oct 06, 2019 9:15 pm
Been thanked: 1 time

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

#15

Post by Shem Namo » Fri Nov 08, 2019 12:24 am

SecondMan wrote:
Thu Nov 07, 2019 12:36 pm
andromeda_girl wrote:
Thu Nov 07, 2019 7:00 am
I've been waiting for others to provide what they made
That's never going to work, trust me. It's exactly what Sander says, you're going to have to lead the way. 5 or 6 shaders is perfect. It gives an example of how to best share them, in what directory, naming etc.

And I agree with Andrew. Put it in Reactor. Easy to download that way, add to it, submit as a new version so updating is automatic for everyone, etc - it's what Reactor was built for.
Or create a new directory in the bins, like @JUNE did for his Optical flares fuse,
and submit the bin fuse full of . setting shaders to Reactor.
just an idea ;)

Thank you,
Shem Namo