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-EsHrA-
12-11-2006, 06:52 AM
Hi all, since im currently too busy to fix the final rls version for chanlum, here is the experimental, advanced version for all you lw-ers to tear apart.
There are maybe some minor things that need some adjusting but all is there and working (and fast :) ).

When i have some time i will finish it and host it on my site but for now you can dl it here and have some fun with it!...

Major thanks to Denis Pont for being such a helpfull guy, without him you guys wouldn't have this nice updated version! :)
Also big thank you to Gerardo for testing.


cya,

mlon

Dodgy
12-11-2006, 07:10 AM
With 4 threads, you get odd noise at the thread render joins.

Dodgy
12-11-2006, 07:18 AM
But very cool :) What differences do the new settings make?

-EsHrA-
12-11-2006, 07:21 AM
yes multithreading still proves a bitt problematic.
the new features are really straightforward but when i have time i will write some docs.

plz post the chanlum tests you make in here, i'd love to see em!


have fun,

mlon

Dodgy
12-11-2006, 07:22 AM
And how is the colour applied? It would be cool if there was a background colour which you could feed texturemaps etc into and the Color would be put on top of that, with the luminosity controlling how strong the Color was applied, so at the more luminous parts you get more colour. At the moment it seems as if the colour is applied equally as much all over the surface.

-EsHrA-
12-11-2006, 07:31 AM
http://members.home.nl/mlon/random/chanlum_update.jpg

current means old node version. v1 and v2 are new feature settings for the new advanced version.


quote gerardo ' this new version is cool! ' (see attached pic) :)

http://imagic.ddgenvivo.tv/forums/chanlum/carchanlum1.jpg


mlon

Dodgy
12-11-2006, 07:38 AM
That is very nice :)

bobakabob
12-11-2006, 08:51 AM
EsHrA,

This is such a great plugin - will the new version work in 64 bit?

-EsHrA-
12-11-2006, 08:58 AM
bobakabob, yes hopefully in the near future.


mlon

DogBoy
12-11-2006, 09:17 AM
bobakabob, yes hopefully in the near future.

Cool, I'm dying to play wi' this but I tend to use 64bit LW for most of my renders.

Thx in advance

DB

Thomas
12-11-2006, 09:33 AM
Thanks EsHrA!

:thumbsup:


Regards
Thomas

-EsHrA-
12-11-2006, 10:14 AM
dodgy :

you can input the texture map in Strength,
you can also use a shader diffuse model(Lambert 40%)
put it in Color Mixer as Background Color,
with output ChanLum Luminous in Opacity
to mix with a Foreground Color (same as surface editor) in Mixer,
and connect Mixer to Diffuse Shading in RootNode.
In this way the model has almost same effect but
it has no luminosity.


mlon

connerh
12-11-2006, 10:58 AM
Hm... this is odd. I'm getting a tremendous amount of noise on my objects. I'm only applying chanlum, and I've tried double sided on and off. My system is an AMD 4400+, 2 gigs of ram, WinXP Pro.

-EsHrA-
12-11-2006, 11:55 AM
connerh, use 1 thread.


mlon

Phil
12-11-2006, 12:04 PM
Can we get a Mac version? :)

jasonwestmas
12-11-2006, 12:12 PM
Hey Wow, now I can create that glacier action sci fi I've always wanted to make!

connerh
12-11-2006, 12:38 PM
Hm... that's interesting. I tried it in 9.0 with only 1 thread, and it produced the same results. When I tried it in the beta, it works fine with 1 thread. Odd.

toby
12-11-2006, 01:37 PM
The icy one looks awesome!
Is it way faster than SSS?

wavk
12-12-2006, 06:46 AM
thanks mlon, you're a lightwave guru! You just earned 100 (A HUNDRED) NP (nerd points)!

gerardstrada
12-12-2006, 08:33 AM
Thanks Mlon! Glad to see that you have already released it!



Gerardo

jasonwestmas
12-12-2006, 09:19 AM
Doesn't work well with G2, it gets my model all streaky.

Weepul
12-12-2006, 09:23 AM
Can we get a Mac version? :)
Seconded! :)

-EsHrA-
12-12-2006, 10:21 AM
Doesn't work well with G2, it gets my model all streaky.

the shader version too?


mlon

jasonwestmas
12-12-2006, 11:34 AM
Mlon, did you update the shader version too? The older versions of chanlum work ok. I like the contrast of the latest one better though. :)

-EsHrA-
12-12-2006, 11:44 AM
the shader version is not updated, its still the 'old' shader.
the node version on my site has been updated a tiny bit some time ago.
this version i posted here is not on my site and will be the 'final' version.

so, do both the 'old' shader version and the node version from my site work with g2? only not this 'final' version?

mlon

could u post a screeny with those streaks? or pm me.

-EsHrA-
12-12-2006, 11:45 AM
thanks mlon, you're a lightwave guru! You just earned 100 (A HUNDRED) NP (nerd points)!

whoohoo!



mlon

jasonwestmas
12-12-2006, 12:11 PM
[QUOTE=-EsHrA-]the shader version is not updated, its still the 'old' shader.
the node version on my site has been updated a tiny bit some time ago.
this version i posted here is not on my site and will be the 'final' version.

so, do both the 'old' shader version and the node version from my site work with g2? only not this 'final' version?

mlon

could u post a screeny with those streaks? or pm me.[/QUOTE

Hmm, I removed all my textures from nodal and now the advanced update for chanlum works fine with G2. I will investigate further.

Julez4001
12-13-2006, 07:01 AM
Can we get some tutorial on its use?

-EsHrA-
12-13-2006, 07:07 AM
here is a tutorial for the 'old' shader version but also works for the new shader.

http://www.sheep.ch/gmd/


mlon

zapper1998
12-13-2006, 08:55 AM
32 bit ??
is it 64 bit ?? useable???

-EsHrA-
12-14-2006, 10:43 AM
i promise, a 64 bit and mac version will come.

mlon

toby
12-14-2006, 11:12 PM
Aah, but what about a 64-bit Mac version???
I keed, I keed!

-EsHrA-
12-15-2006, 09:26 AM
The icy one looks awesome!
Is it way faster than SSS?

uhm, yes!

:)


Aah, but what about a 64-bit Mac version???
I keed, I keed!

if possible, yes.



mlon

toby
12-15-2006, 10:48 PM
Originally Posted by toby
Aah, but what about a 64-bit Mac version???
I keed, I keed!

if possible, yes.

I'm sorry, it probly wasn't clear that was joking - I don't think we'll need a 64bit version for quite while...

And Thanks for all your hard work!

Phil
12-16-2006, 05:52 AM
You never know. Leopard is supposed to help out here. It's conceivable that the XCode port of LW (UB) might enable a 64 bit version of LW for Mac some time next year. *shrug*

alifx
12-16-2006, 06:19 AM
I don't know how to thank you mlon for this wonderful node.

and I hope that someone writes some Docs about the node version of Chanlum.

jasonwestmas
12-16-2006, 07:21 AM
I like fake shaders that are faster. Ironic isn't it, using a fake effect to express another fake effect. Thanks Mlon, things are working better, probably I had a corrupted file or connection to my texture maps.

-EsHrA-
12-16-2006, 09:45 AM
thanx jason, good to know!..

pls post tests inhere, like i said i love to see them.

i will post some too soon.


bye,

mlon

jasonwestmas
12-16-2006, 10:18 AM
Yeah man! It's nice to know that the author of a plugin is interested in seeing the results. It seems to be a rarity to me or maybe I'm just not looking hard enough.

jasonwestmas
12-16-2006, 11:34 AM
I'll have some examples up by thurs. I'm in the middle of a move. I'll try to recreate the buggy render.

Intuition
12-22-2006, 10:41 AM
Hey Esrha, I just wanted to thank you for the Chanlum Shader. It really works very well. So far it is the best SSS shader I've used in Lightwave.

I made a scorpion model in Modo

http://forums.luxology.com/discussion/topic.aspx?id=13731

That was rigged an animated in Lightwave for the TV show Ghost Whisperer.

Well, the Client loved the SSS effect I had in Modo but recreating in in LW was tricky until you made this post. Probably within less then 24 hours of you putting this post here I utilized the Shader for the model once in Lightwave.

I can't post the actual shot from the show but here is a still frame example of the SSS effect plugged into the model.

-EsHrA-
12-23-2006, 03:39 AM
that is great intuition!! thanks for posting!
nice to know it is being used in production.
awesome job!
can you tell me which episode?
i know they broadcast the show here in the netherlands too.

btw. did i mention i am in love with jennifer?! :)


mlon

gerardstrada
12-27-2006, 01:39 PM
Can we get some tutorial on its use?

Hi Julian, I think the best thing we can do is experiment with Chanlum. So I encourage to people to share their experiments with it.

I'd like to share some curiosities that I found with the icy car test:

For that test I used the chevy LW object that comes in LWContent as base (I made that mesh very quickly using StudioHiro's PointFit and MagicBevel). Ground irregularities were made with Node displacements (using the new APS function) and I began the lighting with a single shadowmaped spotlight as sunlight (I know, is not accurate and it's very near, but hey!, it's just a quick test ). I named this light as Chanlum_light (you'll see why later):

http://imagic.ddgenvivo.tv/forums/Chanlumtest/1.jpg

Then I added some bump maps (procedurals and a bitmap):

http://imagic.ddgenvivo.tv/forums/Chanlumtest/2.jpg

and specular highlights:

http://imagic.ddgenvivo.tv/forums/Chanlumtest/3.jpg

Since all looks too "grayish" I added some color gradients with bluish and yellowish tones:

http://imagic.ddgenvivo.tv/forums/Chanlumtest/4.jpg

and a bluish shadow too:

http://imagic.ddgenvivo.tv/forums/Chanlumtest/5.jpg

that was enough to begin with the interesting part: the new Chanlum node!

Seeing that my lighting is almost backlight and due to translucent nature of the material, I began trying with Area mode. This works like if light passed through (inside) the surface. Notice sample radious is one of the most important factors in our results with Chanlum. I disabled stochastic feature since we can get smoother and faster results in this way.

http://imagic.ddgenvivo.tv/forums/Chanlumtest/chanconfig.png

Tip: disabling stochastic is good for stills, and this way is very similar to first versions of Chanlum shader, but probably you'd need too much samples for animation to avoid flickering, so you may want to enable it for animations. You can also make an albedo map and apply a denoisier (like AE's denoisier for example)

Chanlum doesn't have a diffuse shading model, so for some type of effects you may want to follow the Great tip from Denis Pontonnier about the node configuration shown above (Diffuse/Color/Mixer/Chanlum)

result:

http://imagic.ddgenvivo.tv/forums/Chanlumtest/6.jpg

Notice how it looks too translucent, like it had a very small scale. If we reduce radious parameter, we can lose the scatt effect in the back of the frozen car and it will look too dark and we'll lose even more detail in that area. This is due to the fact that we are not representing some radiance effect; to simulate it, a point light worked for my test:

http://imagic.ddgenvivo.tv/forums/Chanlumtest/perpective.png

but what if we don't want this light contributes with the scattering effect? In previous Chanlum versions we'd need to make a separate pass to isolate this effect, but not with this version. To have more flexibility I requested to Mlon a Custom Light Prefix; and guess what? They added it!

gerardstrada
12-27-2006, 01:40 PM
Just use the prefix of your Chanlum light(s)

http://imagic.ddgenvivo.tv/forums/Chanlumtest/7.jpg

Tip: For stronger effects we can use negative lights. This feature might be also useful if for example we want to use raytraced lights for lighting but solve the SSS effect quickly with shadow mapped spotlights.

Things looks a bit better but the back scattering effect is too strong yet. We need to simulate some kind of front scattering. There are some ways to do this but in this case I added other nodes configuration using AlongNormal mode:

http://imagic.ddgenvivo.tv/forums/Chanlumtest/8.jpg

The example above has only AlongNormal configuration applied, but we can see that absortion effect is too high. To solve it, I used in this case opacity 50% for the mix between both nodes configurations, but we can use other shading node to define the mix:

http://imagic.ddgenvivo.tv/forums/Chanlumtest/chanconf2.png

Btw, if Newtek people are reading this: it would be great if LW could have a function to collapse groups of node configurations (a la DF); and even greater if this function may include and define input and output parameters.

Notice we need to re-adjust the radious value:

http://imagic.ddgenvivo.tv/forums/Chanlumtest/nalongnorm.png

Tip: For some situations, we can fake a kind of front scattering effect using Along Normal together with Initial offset. For Initial offset value, a good starting point may be about a half of radious value.

http://imagic.ddgenvivo.tv/forums/Chanlumtest/9.jpg

To complete the illusion, I added some environment to reflect and an atmospherical effect

http://imagic.ddgenvivo.tv/forums/Chanlumtest/10.jpg

Hope you find these tips useful for your own experiments

Happy Holidays!




Gerardo

Earl
12-27-2006, 02:00 PM
Holy crap Gerardo, that is an incredible visual explanation of what process you used to create your icy glacier! Thank you very very much. I think I just learned more about LightWave's nodes in your post than I have anywhere else. Very well done.

And of course Kudo's to mlon's shader for being such a great resource.

Intuition, the model and SSS (Chanlum's version) is top notch. Thanks for posting.

jasonwestmas
12-29-2006, 08:33 AM
Was the Chanlum node intended to enhance the characteristics of the nodal shaders? I'm curious about that. I've just been plugging Chanlum into the luminosity channel inside of nodal.

gerardstrada
12-30-2006, 11:18 PM
If you are referring to add a diffuse shading model, it isn't precisely enhancing. It depends on the results we want to get, I think. Let's see an example with this Proton model:

http://imagic.ddgenvivo.tv/forums/chandif/bugy.jpg

Thus is how it looks without the sss effect:

http://imagic.ddgenvivo.tv/forums/chandif/nochan.jpg
(I used one light and Denis's Relief Map)

And this is how it looks connecting Chanlum directly to Diffuse Shading in RootNode:

http://imagic.ddgenvivo.tv/forums/chandif/chan.jpg
(notice we don't have any diffuse model so maps in Bump or Normals aren't noticeable)

Now, if we connect Chanlum directly in Luminosity channel we get:

http://imagic.ddgenvivo.tv/forums/chandif/lum.jpg
It's like if the default diffuse model was mixing with Chanlum in an additive mode.

Using Denis configuration we have:
http://imagic.ddgenvivo.tv/forums/chandif/dif.jpg

Notice the diffuse model (Lambert) is not added to the sss effect but rather it replaces it

We can get some other interesting effects if we replace the diffuse model by other sss model

http://imagic.ddgenvivo.tv/forums/chandif/kappachandiff.jpg
(Kappa-Chanlum/Opacity=Lambert) results in this config is very similar to what we get with Lambert

http://imagic.ddgenvivo.tv/forums/chandif/kappainsteaddiffuse.jpg
(On Denis configuration, Kappa instead of Lambert)

There are other combinations too (like with FastSkin for example). The idea is to add a diffuse shading model to Chanlum, but it's possible also to obtain other effects if we mix between SSS models. The priciple behind the mix is to have two shading models (SSS model, Ambient or Diffuse model), both driven by a percentage or other shading model to define the mix. Regarding to the last one, it would be great if we could find a way to adjust the gamma of LW SSS models (including Chanlum), this would give us the possibility to adjust the internal contrast of the SSS effect (a la G2). Maybe adding a Function type connection as input parameter? :)



Gerardo

jasonwestmas
12-31-2006, 12:54 PM
Yes, I was refering to the diffuse shading models. Most excellent examples! Different channels for different effects.

gerardstrada
12-31-2006, 01:25 PM
JasonWestmas, yeah, examples look so good thanks to the excellent model (Proton models are always awesome)

Earl, glad it helps, man!



Gerardo

zapper1998
12-31-2006, 03:06 PM
Wow

jasonwestmas
12-31-2006, 04:04 PM
New Chanlum node plugged into luminosity with a color layer node. G2 surface tweakage. Shadow casting is a pain to do with Sasquatch but basically I guess I need to get some softer shadows going where the hair is covering the skin. I'm using geometry to cast the hair for the shadow. :P

jasonwestmas
12-31-2006, 04:20 PM
3/4

connerh
12-31-2006, 11:49 PM
Gerardo: could you post a picture of your final node setup?

jasonwestmas
01-01-2007, 01:20 PM
Mlon, Does the Chanlum node use the color of the light's "shadow" to create the Darkening effect? If I had an area light that uses raytracing will changing the color of the shadow change all of the shading of Chanlum?

jasonwestmas
01-01-2007, 01:36 PM
In this render all the lights' shadows all have a color applied by me. However to get good contrast and still maintain the SSS effect I had to reduce the 'sample radius'. This resulted in some really dark shadows which is what I wanted but they are really black reguardless of the color channel within the Chanlum node and the color of the light shadows. I'm assuming at this point that this can only be controlled by messing with the color of the shading models? I'm not using one at this point because it interferes with G2 completely.

jasonwestmas
01-01-2007, 01:37 PM
Here:

gerardstrada
01-04-2007, 05:53 AM
Connerh, I only saved one node setup but I've replicated it again. The final image was this:

http://imagic.ddgenvivo.tv/forums/chandif/kappainsteaddiffuse.jpg

and its node config:

http://imagic.ddgenvivo.tv/forums/chandif/nodeconfig.png

JasonWestmas, all depends on your nodes setup. With Denis configuration for example, shadows color don't have relevance, but if you connect Chanlum in Fg or Bg Color, you can see how shadows colors and gradients or other nodes may interact with Chanlum. We can color the effect through lights, shadows, shaders or other nodes (textures, gradients, etc).

Is good to begin first testing with simpler scenes... playing with nodes, lights and shadows to explore some possibilities:

http://imagic.ddgenvivo.tv/forums/chandif/colored.jpg

Once we get the idea, complex scenes may be easier, I think.



Gerardo

colkai
01-04-2007, 07:26 AM
shee-oot, I wish I could get that sort of result, oftentimes, I feel as if I'm flailing around in the dark.

jasonwestmas
01-04-2007, 12:12 PM
Chanlum color plugged into opacity of the mixer? He, he I would have never guessed that. Will this work with Luminosity and the Color channels I wonder? I'll try it out when I get home. I'm trying to get similar effects without a shading model.

PixelFarmer
01-04-2007, 12:17 PM
Can we get some tutorial on its use?

There is also the original manual here:
http://www.happyship.com/lab/chanlum/documentation/index.html

Thanks much to Mlon for the plugin and to everyone else who is sharing samples.
M

Intuition
01-04-2007, 03:55 PM
****, these are some great examples of how nodal use begins to be very practical and more powerful then layers.

Keep them coming. :D

jasonwestmas
01-04-2007, 05:14 PM
This is more or less what i wanted to see in the shading colors and sss, I like it. I couldn't mimic this look with the shadows using any other configuration. Too bad the diffuse shader channel is incompatable with G2. Maybe in the near future.

gerardstrada
01-05-2007, 01:52 AM
shee-oot, I wish I could get that sort of result, oftentimes, I feel as if I'm flailing around in the dark.

Hey Colkai! Here (http://www.geocities.com/gerardstrada/bug.zip) is a scene file to play with:

http://imagic.ddgenvivo.tv/forums/chandif/colored1.jpg

it may be at least a starting point.

JasonWestmas, I'd try using the diffuse model in opacity as well

Intuition, great work you have there, man!



Gerardo

colkai
01-05-2007, 02:38 AM
Thank you, thank you so very much! I'm going to have fun dissecting this. :)

Hehe, dissecting a bug.. ahem, I'll get me coat. :p

Boris Goreta
01-05-2007, 03:04 AM
Any chance of multithreading this plugin ?

dpont
01-05-2007, 04:18 AM
Thanks for scene sample Gerardo, and model from Proton,
40423
Thickness (inverted) -> ChanLum Strength
Mixed ChanLum Color output with Velvet Node as Diffuse model
ChanLum Luminosity output as mixer opacity.
Front light is dark green, added a pink/yellow back point light.

Denis.

EDIT: + double-sided + raytrace mode.

-EsHrA-
01-05-2007, 09:39 AM
thats looking beautifull denis ! :)

mlon

gerardstrada
01-05-2007, 08:06 PM
Very interesting setup Denis, I have to try your Velvet Node! are you using Length output for Thickness?

Btw, there is a way to control the internal contrast of the SSS effect with Chanlum through the gradient tool:

http://imagic.ddgenvivo.tv/forums/chandif/nodeconfiggamma.png

First gradient parameter in first pic is 0, in second is 0.5

http://imagic.ddgenvivo.tv/forums/chandif/gamacompbn.jpg

Same setup applied in the sample scene:

http://imagic.ddgenvivo.tv/forums/chandif/gamacompcolor.jpg

If we connect Chanlum on BgColor instead of Input Gradient we can obtain more absorption effect

http://imagic.ddgenvivo.tv/forums/chandif/chanlum2bgcolor.jpg



Gerardo

dpont
01-06-2007, 01:45 AM
Yes I have used the Length output through Invert Math Scalar,
it should be rescaled also depends of dimensions of model,
for backscattering effect a weight map gradient (ie: redish ears of Werner's sample) could be more controllable for input in ChanLum Strength.

For skin, a special image map (hand-painted or baked!? even at low res) is interesting so,
but your are a master for these effect, Gerardo.

Denis.

gerardstrada
01-06-2007, 03:17 AM
oh no, we all are re-learning constantly. Btw, what surprised me about Chanlum SSS (when I tried it for skin shading) is that I didn't need to paint a map or weightmap to get the back scattering effect. In my skin setup, I made an albedo map for the sss effect (with first Chanlum version), and to get the proper effect, I just increased the contrast of this map. Now we can do it with the gradient tip to control the internal gamma of the effect, I guess.

Thank you for sharing those useful tips and developing constantly those great tools, Denis. Really appreciated :beerchug:



Gerardo

jasonwestmas
01-06-2007, 07:47 AM
Beautiful! Thanks again, hope to return the favor some day.

jasonwestmas
01-17-2007, 04:40 PM
Hmm, keeps getting better. Basically the same Chanlum setup as Gerardo but with color, spec maps and weight maps to accentuate the eyes, ears, nose and lips.

-EsHrA-
03-06-2007, 11:42 AM
thanks a bunch gerardo for putting the images back up!


cheers,

mlon

TheGarf
07-12-2007, 04:20 PM
Hi,

Any news on how the 64 bit PC version of this very cool node is coming along? :)

alvin_cgi
07-12-2007, 05:19 PM
Hi,

Any news on how the 64 bit PC version of this very cool node is coming along? :)


Yes, yes, yes... 64bit pc version please...:bowdown:

nemac4
07-13-2007, 07:53 AM
Thanks for the node update! Add another 64bit vote too.

ANS
07-13-2007, 08:21 AM
64 bit flavor is yummy :)

jasonwestmas
07-13-2007, 10:33 AM
64 bit flavor is yummy :)

I agree, these days, 64 bit is more than just a garnish. My 64-bit comp is ready with my plate in hand! :D

JamesCurtis
07-13-2007, 05:19 PM
PC 32bit Multithread version please!!

TheGarf
07-18-2007, 04:28 PM
This cool node needs a bump! :devil:

Iaian7
07-18-2007, 04:39 PM
:agree:

Even with the SSS in Lightwave 9.0/9.2, a Chanlum node for Mac would find more actual use in my studio. :D Pretty please!

jasonwestmas
07-18-2007, 04:40 PM
It's fast, which = useful!

Lightwolf
07-18-2007, 04:42 PM
Shall I volunteer to port?

Whoever owns the source, mail it and I'll give it a go: michael.wolf(at)db-w(dot)com (I compile for OSX CW, UB as well as a Win64).

Cheers,
Mike

jasonwestmas
07-18-2007, 04:55 PM
Yes Please Lightwolf!

-EsHrA-
07-30-2007, 12:20 PM
http://www.newtek.com/forums/showthread.php?t=71896 :)

mlon

imshadi
05-16-2012, 05:58 PM
Hi, EsHrA.

I was wondering if you have any plans to release a version of Chanlum for Lightwave 11. I suppose the change in sampling method is causing my 64bit version to crash.

Thanks so much.

Oliver.

jwiede
05-19-2012, 09:19 PM
(deleted, hadn't noticed how old the thread was)

AmigaNewTek
12-19-2012, 09:09 AM
Is 64 bit version of the shader available?

Boris Goreta
12-19-2012, 09:26 AM
I can't find it online either but here it is in an attachment.

erikals
12-19-2012, 10:29 AM
hi, are there any advantages to using it these days, or are the new LW sss nodes just as good / better ?

plugin online location >
http://members.home.nl/mlon/lw_chanlum/update/

also see >
http://www.lwplugindb.com/Plugin.aspx?id=7a35a23c

stiff paper
12-19-2012, 01:19 PM
hi, are there any advantages to using it these days, or are the new LW sss nodes just as good / better ?

It can give a couple of different, sort of "fuzzy" looks. It could be useful for the right kind of thing.

Original docs:
109983

AmigaNewTek
12-20-2012, 03:04 AM
I asked cause loading the plugin i can see it in the node option, but i don't have any Chanlum in the shader tab.

erikals
12-21-2012, 09:10 AM
like Gerardo shows here... > Great for Grapes :]
http://forums.newtek.com/showthread.php?130844-Grapes-surfacing&p=1275301&viewfull=1#post1275301

http://s12.postimage.org/61sspycjh/grapestest.jpg

gerardstrada
12-27-2012, 03:12 PM
...have been trying a beta version of Chanlum with a fix and a new feature.

http://s7.postimage.org/97dhrd257/chanlumcar.jpg

hopefully EsHrA will upload it onto his website soon...



Gerardo

adhesiveX
12-27-2012, 05:27 PM
Sweet!

erikals
12-28-2012, 11:13 AM
Looks good,
what is the difference though, the lighting looks different, but i think the old one looked good too?...

110101

110102

gerardstrada
12-28-2012, 03:56 PM
Difference is that in the old version 2 lights were used. In the last version no light was used. Only GI :)
Have to warn you... it's slow, but shading is consistent through frames for animation.

Happy Holidays!



Gerardo

erikals
12-28-2012, 04:16 PM
alright, will be an interesting test-run :hey:

Merry Christmas & Happy New Year!
              :bday:

gerardstrada
12-29-2012, 09:00 PM
It runs smoothly with VPR now, too. Pretty stable.

Merry Christmas & Happy New Year!



Gerardo

P.D. hey! nice holidays addition to your avatar!

erikals
12-29-2012, 10:14 PM
...P.D. hey! nice holidays addition to your avatar!

just tryin' to make that holiday spirit... http://erikalstad.com/backup/misc.php_files/smile.gif

Julez4001
08-26-2016, 02:59 PM
Did the new version (current is released at 2006) ever get released?

gerardstrada
08-26-2016, 03:38 PM
Did the new version (current is released at 2006) ever get released?
Hello Julez,

Think you are looking for the last 2013 version ...perhaps

http://members.home.nl/mlon/lw_chanlum/update/

older versions are there as well.



Gerardo

Julez4001
08-26-2016, 03:59 PM
Thank you!

jwiede
08-28-2016, 02:41 PM
Still no Mac version, eh? Oh well.

erikals
05-19-2018, 03:57 AM
might be something to upgrade for LW2018 ?

edit:
or maybe this one >
http://forums.newtek.com/showthread.php?122729-Realtime-Ultra-realistic-SKIN-SHADER&p=1462463&viewfull=1#post1462463

50one
05-19-2018, 04:36 AM
might be something to upgrade for LW2018 ?


+1, this and DP.

Really thinking about upgrading that 2015 I have, just still not sure.

bobakabob
05-19-2018, 05:37 AM
+1, this and DP.

Really thinking about upgrading that 2015 I have, just still not sure.

Not sure there’s any need for chanlum anymore? As good as it was LW 2018 has much improved faster sss

50one
05-19-2018, 07:33 AM
Not sure there’s any need for chanlum anymore? As good as it was LW 2018 has much improved faster sss

But wasn't the chanlum faster due to "Fake", I couldn't get the same type of waxiness on default nodes in 2015 and interpolation.