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paranormal

Paranormal

Paranormal Logo Big

Intro

Paranormal is shader pack for Cinema 4D, it contains 8 shader…

Paranormal 1.01

Paranormal4D v1.00 for C4D 9.6 and 10.x, Win32, Win64 and UB(Intel,PPC).
Paranormal4D v1.01 for C4D 11.x, Win32, Win64 and UB(Intel,PPC).

Requirements

MAXON Cinema 4D 9.6 or higher on Windows or Macintosh. CPU with SSE or Altivec.

Installation

Extract the ZIP file into MAXON → CINEMA4D → PLUGINS folder. Please remove all old or demo versions of Paranormal , if you have any.

Components

Following 8 Shader are included into Paranormal4D v1.00:

  1. Pn VolDensimator
  2. Pn Furry
  3. Pn Reflector
  4. Pn GrayToNorm
  5. Pn VolDensimator
  6. Pn Densimator
  7. Pn Parallax Mapper
  8. Pn Normal Mapper

Furry Shader

Furry Shader GUI Furry Shader

Normal Map Shader

For an explanation of Normal Mapping see http://en.wikipedia.org/wiki/Normal_mapping

:noamlmapperm1.jpg

Normal Map: Put your normal map here.
Map Type: Select the type of the normal map.

  • Tangen Space Map:
  • Object Space:
  • World Space:

Height Map: Put your height map here to control bump intensity.
Deform Map: todo
Color Output: todo

Additional Information

Normal Maps explanations and tutorials..suberb resource.

Normal Map 101

Normal Mapping tutorial but has good info on object and tangent space

http://www.3dkingdoms.com/tutorial.htm

Parallax Shader

Parallax effect shader for improved bump capabilities (view dependant displacement mapping)

Essentially think bump shader with funky displacement. Parallax Shader takes values from the bump channel…so drop your greyscale b/w bump map in that channel..then you need the parallax shader in your colour channel with whatever you are using for colour in the top..and it combines with the bump map on the bottom.

Parallax Shader takes an uneven surface and modifies the texture coordinates per pixel. This so called parallax effect is a result of where parts of the surface appear to move relative to each other dependent on view. Its like displacement but not as expensive as it isn't moving geometry. However its best to keep it subtle…so first off use default settings. Its a 2d process and only simulates this depth..by offsetting texture coodinates to a high/low area…hence why you see blurring when its exagerated.

take a look at the example files…and look at the ones with stripes and compare the stripes to the bump version..you will see warping on the lines which is more realistic than the bump version. Try it with stonework/bark/trees etc…also got to be careful about shadows on your actual colour texture

:parallaxm1.jpg  Paralax Example

Usage
Parallax suppor was added to “NormalMapper” to use it well with “ParallaxMapper”.
How to use both “ParallaxMapper” and “NormalMapper”:
Add “ParallaxMapper” to color chanell.
Set “2D Texture” to Color Map and “Height Map” to grayscale height map.
Add “NormalMapper” to bump channell.
Set “Normal Map” to (blue) normal map and “Height Map” to the same grayscale height map as in “ParallaxMapper”.
Set “Parallax Scale” and “Parallax Offset” in both shader to the same values.

Parameter
Parallax Scale: Default 40% (to big values cause graphig errors)
Parallax Offset: Default -20% (is usually negative value the half of “Parallax Scale”)

Additional Information
Lennart (tcastudios) comparision between bump map and normal map+parallax shader

Bump Test

Parallax Test

Parallax effect is explained here for anybody curious as to what its doing.

parallax_mapping.pdf

The original siggraph paper.(view dependant displacement mapping)

View Dependant Displacement

Densimator Shader

:densimatorinfo.jpg

GrayToNormal Shader

This shader will create tangent space normal map from height map or color map. „Evaluate as 2D Textur“ the imput shader will get only UV coordinates and NO 3D space coordinates. „Auto Delta“ if enabled then delta values will be set automatically. „UV Delta“ offset to calculate color differences and normal from them. „Use Lightness“ enable calculation with lightness position. „Lightness“ change this to calculate different strong and different directed normal maps. This shader can be used inside “NormalMapper”.

Examples and Explanations

These are some great examples posted by Axel Ritter on the old terraforming site thought they might help here.

Alex Ritter Densimator Tutorial:

A Quick test to see if Densimator worked with SPD:

Glorious Densimator result in full technicolor!

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paranormal.txt · Last modified: 2011/06/30 11:37 by ramonturner