Overview

Here we have compiled a library of CGFX shaders that are individually fine tuned to fit specific texturing needs. We suggest identifying what attributes you wish to use in production to choose which shader would best fit the need. This way you may choose shaders that are more efficient which leads to more efficiency in Previzion.

Global Attributes

All of the following shaders use a full color correction system, editable in Previzion individually and globally.  Courtesy of Christian Bloch(EdenFX/HDRLabs.com).
  • Exposure(f/stops)
    • default: 0
    • range: [-2, 2]
  • Gamma Correction
    • default: 1
    • range: [0, 1.5]
  • Offset Brightness
    • default: 0
    • range: [-0.5, 0.5]
  • Final Contrast
    • default: 0
    • range: [0, 1.5]
  • Shadows
    • default: Black (0, 0, 0)
    • range: [+/- ∞] Full color spectrum
  • Midtones
    • default: Gray (0.5, 0.5, 0.5)
    • range: [+/- ∞] Full color spectrum
  • Highlights
    • default: White (1, 1, 1)
    • range: [+/- ∞] Full color spectrum
  • Saturation
    • default: 1
    • range: [0, 2]
Additionally each shader has the option of using MipMapping. Depending on the angle of view pixels are rendered differently based on a MipMap compression of total texture ratio to rendered ratio.

Anisotropy

The new Anisotropic filter eliminates antialiasing while preserving texture detail.
difference
The new Sampling Anisotropy slider is a float value between 1.o and 8.o. This adjusts the intensity of mipmapping based on anisotropic filtering. This parameter is enabled across all Lightcraft published shaders.
anisotropy

Texture.cgfx

This shader implements the simple use of a Color Sampler.

texture

TextureAlpha.cgfx

This shader takes the Texture.cgfx and adds on an Alpha. You can use an Alpha sampler image or use the Color Samplers alpha channel. You are able to select which channel you would like to use.

textureAlpha

Furthermore you are able to use an Alpha clip as opposed to Alpha blend, and are able to edit the clips range.

TextureReflectSpecular.cgfx

This shader builds upon the Texture.cgfx shader and adds in Reflections and Specularity, with parameters to fine tune each.

textureReflectSpecular

TextureAlphaReflectSpecular.cgfx

This shader combines the uses of the TextureAlpha.cgfx and TextureReflectSpecular.cgfx shaders.

textureAlphaReflectSpecular

Rendering Reflection Maps with V-Ray

To render a reflection map there are a few guidelines to follow to get a good map that will work with your scene.

Render a 360° Spherical Panorama, looking down the positive x-axis, with the positive z-axis to the left (shown below.) In the Render Settings, under the V-Ray tab, expand the Camera dropdown. Change the Type to Spherical, Override FOV and change it to 360.

render

TextureLight.cgfx

This shader specifically targets the use of external light maps, based on object UVs, that you can change on-the-fly in Previzion. So, instead of exporting multiple scenes with multiple lighting setups, you can update your lighting setups by browsing for new files.

textureLightAttr

TextureLight

 TextureLightMultiUV.cgfx

This shader we have incorporated in a second UV input for use in lighting objects. This way you can bake a diffuse texture with a separate light texture, this works especially well with programs that allow multi-pass baking, like Mari.

textureLightMUVAttr

TextureLightMUV

 TextureAlphaLightMultiUV.cgfx

This takes the previous shader and applies an Alpha Sampler. This shader works especially well for foliage, as you can acquire source textures that contain alpha, and render out lighting on a separate UV Set.

texturealphaLightMUVAttr

TextureAlphaLightMUV

 Setting up Multiple UV Sets

In order for these Multiple UV Set shaders to operate correctly, you will need to follow one simple guideline. The shader input “UV” requires the primary default UV Set. This means when viewing the UV Sets in Create UVs > UV Set Editor, the top UV Set is the default, in this case map1. “UV2″ can then be filled with the second UV Set. Look below for an example of two separate UV Sets applied to the same object.

uvSetEditor

uvs

Notes:

All sampling parameters need to be filled, any sampling parameter that is left empty will have a “Previzion” logo placed instead. Use a 50% gray texture to fill in any unused sampling parameters. This mainly concerns the shaders with ReflectSpecular.

Download:

Please login to your Download Manager to download the latest versions of these Color Correcting Shaders.
  • TextureAlphaReflectSpecular.cgfx - Last Updated: November 14th, 2013 @ 5:24p PST
  • Texture.cgfx - Last Updated: November 14th, 2013 @ 5:24p PST
  • TextureAlpha.cgfx - Last Updated: November 14th, 2013 @ 5:24p PST
  • TextureReflectSpecular.cgfx - Last Updated: November 14th, 2013 @ 5:24p PST
  • TextureLight.cgfx - Last Updated: November 14th, 2013 @ 5:24p PST
  • TextureLightMultiUV.cgfx - Last Updated: November 14th, 2013 @ 5:24p PST
  • TextureAlphaLightMultiUV.cgfx - Last Updated: November 14th, 2013 @ 5:24p PST
What was updated?
  • July 31st, 2013
    • Toggle for Specular Map.
    • Toggle for Dirt Map.
    • No longer need to flip reflection vertically.
  • July 31st, 2013
    • New lookup for reflections.
    • Parameter groups added for Common Parameters use in Previzion.
    • Backface Culling toggle for Alpha shaders.
    • Finer control of reflection parameters.
  • November 14th, 213
    • Added Anisotropic filter to mipmapping. This gives mipmapping and much more refined antialiasing.

Last Modified: November 22, 2013