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  Experienced Modder Experienced ModderMember since: 01.12.2007, 20:29Posts: 521Location: Germany Likes: 0
 

 Post Topic: Dirt Shader procedural + presets and Alpha Channel renders
PostPosted 20.01.2010, 23:59 
UPDATED links + a DX10 limited version

DIRT SHADER v0.71 for renders with Alpha Channel - info here


DIRT SHADER v0.7.pak - 7 presets included

DX10 DIRT SHADER v0.7.pak - - 2 presets only and 7 sliders missing - more info here

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OLD :

FINALLY I had a little time to finish the Dirt Shader. SO HERE IT IS! Sebastian proudly presents :D : The Dirt Shader :D - the first shader with custom added sliders I believe on Crymod (I didn't read actually the whole forum so tell me if this is not true so I can delete this BOLD statement :) )
And the first shader with sooo many sliders :)

While this is not the first release of the shader - it's the first notable one.


Pictures with various Dirt Shader presets

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zoom in

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How to install and use


Quick tutorial for making your own slider in a shader

____________________

OLD :

I decided to create a new thread dedicated to this.
In this thread I will post multiple different Dirt Shaders and maybe other users can post here shader presets for the community.


Adjusting the Dirt Shader in real time - gif animation :

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List of features :

- Many sliders and colors
- two different dirt layers on a model each one with their own settings
- Unlike the Frozen layer - the dirt layer could be different on each 3d model
- The existing Frozen Material / layer would not be deleted / replaced
- multiple types of dirt materials / presets
- different types of frozen looks - increased ice / only ice / only snow
- oily mechanical parts
- rusted irons
- mossy water pipes
- wet surfaces without the drops and flows
- and of course dirty , dusty objects

- Models using this would appear to have higher quality because the dirt shader is procedural so the dirt, ice, or moss would have infinite resolution (at least in theory).

I will copy here the picture and progress from the old thread :



A gif animation with 2 different dirt layers - Frozen and Dynamic Frozen

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You can use the dirt shaders for many purposes - like for adding moss and green stuff

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A requested blood effect . Was made in 5 minutes. Probably with longer time - a better effect could be obtained

Looks disgusting :)

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super close-up blood effect




Using this shader will increase the textures quality - because the shader is procedural. It doesn't depend on textures resolution and quality. The rock textures looks higher quality with the shader :

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"clean" model

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+ dirt

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Increased snow effect :

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early wip

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Other strange uses :

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http://www.youtube.com/watch?v=24AX-ekSjRQ




As a bonus you can export pictures with alpha channel - or transparency

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real photo + Crysis

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How to install :

Just copy the .pak file into the Game folder. Then go to the material editor / Material Layers Presets / Frozen - and select from the menu "Dirtlayer test v 0-1" . And on object properties check "Frozen" or "Dynamic Frozen" . Or both.

Further instructions

- _Sta sliders affect the Frozen Layer. _Dyn sliders affect the Dynamic Frozen Layer.
- On a material with multiple submaterials it's easy to copy the settings you made on a single submaterials : Right click somewhere near the sliders - then "Copy Category" . Go to a new submaterial - right click and choose Paste
Attachments:

S___D_SHADER_v0.7_dx10.zip
[16.49 KiB]
Downloaded 383 times
S___DIRT_SHADER_v0.71.zip
[67.51 KiB]
Downloaded 514 times
S___DIRT_SHADER_v0.7.zip
[59.38 KiB]
Downloaded 435 times





Last edited by sebastian___ on 10.10.2011, 02:10, edited 31 times in total.

User avatar   Beginner BeginnerMember since: 17.01.2010, 01:37Posts: 28Location: Ibbenbüren Germany Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 00:09 
WWWWOWWWW they really looks good on smaller things ... but the Increased Snow Effect o.O i need that THX


Last edited by Natissimo on 21.01.2010, 00:17, edited 1 time in total.
User avatar   Trained Modder Trained ModderMember since: 22.07.2008, 16:21Posts: 350Location: Nantes, France Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 00:14 
That is impressive and very very useful. Impressive work there mate. Will definitely use it.


User avatar   Uber Modder Uber ModderMember since: 19.04.2008, 19:58Posts: 2376Location: London, England Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 00:16 
Pretty nice, although for some of them (such as the tank barrel) it dosent quite look right, still its pretty awesome.


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User avatar   Uber Modder Uber ModderMember since: 18.10.2008, 18:54Posts: 1870 Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 00:17 
Looks amazing, hows the performance hit?


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  Experienced Modder Experienced ModderMember since: 01.12.2007, 20:29Posts: 521Location: Germany Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 00:47 
Quote:
Originally posted by hmmm
Pretty nice, although for some of them (such as the tank barrel) it dosent quite look right, still its pretty awesome.


The tank barrel looks like it has oil spilled over..or something.

The performance hit ? It should be the same as in a frozen level ? Or maybe less if you don't use this effect for every object in the scene. I don't know - will test this later.


User avatar   Uber Modder Uber ModderMember since: 18.10.2008, 18:54Posts: 1870 Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 00:59 
Sweet thanks, I will try this out later.


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User avatar   Trainee TraineeMember since: 23.08.2008, 21:37Posts: 172 Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 01:08 
Nice man, looks really nice, might give it a try later


Last edited by Cyber-Athlete on 21.01.2010, 01:10, edited 1 time in total.
User avatar   Uber Modder Uber ModderMember since: 11.03.2009, 19:43Posts: 1695Location: in da hood Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 01:41 
Hey man this looks awesome! Could you get the burned layer from warhead working in the wars editor too?


"I gots to talk. I gotta tell what I feel."
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8377Location: Crytek HQ Likes: 39
 

 Post Topic:
PostPosted 21.01.2010, 04:32 
Nice. Nice. anddd a little bit more NICE.

Now i just need to figure out how to use it :evil:



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No dev/modding PM's please, use the forums! :)
User avatar   Uber Modder Uber ModderMember since: 02.03.2008, 10:15Posts: 1340 Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 05:04 
Quote:
Originally posted by VinoBob
Hey man this looks awesome! Could you get the burned layer from warhead working in the wars editor too?


Yeah, people have done it; you just have to grab the shader files out of the warhead shaders.pak files and there's some textures you want to get from the textures.pak file

It's not a layer though, there is no burning layer (there's mention of one in a few places but it doesn't really exist). Maybe a new one could be added though.


User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9513Location: Finland Likes: 39
 

 Post Topic:
PostPosted 21.01.2010, 10:11 
Great work (as I've mentioned in the other thread). :) This could really add detail and variation to models, and as it doesn't remove the original Frozen effects it's just pure awesome! ;)
User avatar   Uber Modder Uber ModderMember since: 11.03.2009, 19:43Posts: 1695Location: in da hood Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 11:40 
Quote:
Yeah, people have done it; you just have to grab the shader files out of the warhead shaders.pak files and there's some textures you want to get from the textures.pak file It's not a layer though, there is no burning layer (there's mention of one in a few places but it doesn't really exist). Maybe a new one could be added though.


Id did that too exactly, but it doesnt work, it just makes the material type available, but there should be a burned layer, as far as i remembered i have seen it in a warehead xml.

But if shouldnt exist one, how about to create it? It would be awesome for wood, lava, glowing metal and stuff like that. It could be tunerd on the destructed model when a vehicle explodes for example, i could use it in several cases.


"I gots to talk. I gotta tell what I feel."


Last edited by VinoBob on 21.01.2010, 11:40, edited 1 time in total.
User avatar   24/7 Modder 24/7 ModderMember since: 31.03.2008, 11:16Posts: 4643Location: Brisbane, Australia Likes: 0
 

 Post Topic:
PostPosted 21.01.2010, 12:16 
dude this looks like an awesome and extremely useful asset, very well done

i think they all look great.. the veg ones are alright, but the metal/ concrete.. very nice


Very high effects on low settings, The Ultimate Low Config
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User avatar   Skilled Modder Skilled ModderMember since: 22.07.2008, 00:42Posts: 792 Likes: 0
 

 Post Topic: RE: Dirt Shader procedural real time (based on Frozen Shader
PostPosted 21.01.2010, 12:43 
Quote:
Originally posted by sebastian___
How to install :

Just copy the .pak file into the Game folder. Then go to the material editor / Material Layers Presets / Frozen - and select from the menu "Dirtlayer test v 0-1" . And on object properties check "Frozen" or "Dynamic Frozen" . Or both.

Further instructions

- _Sta sliders affect the Frozen Layer. _Dyn sliders affect the Dynamic Frozen Layer.
- On a material with multiple submaterials it's easy to copy the settings you made on a single submaterials : Right click somewhere near the sliders - then "Copy Category" . Go to a new submaterial - right click and choose Paste


I can´t find that folder... ;(

I would love to test that Alpha-channel thing and dirt-shader...


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"...with an E at the end so everybody knows we are serious!"


Last edited by Sensman on 21.01.2010, 12:47, edited 2 times in total.