ISL woods !
ISL woods !
first result, WIP.
It's far from realistic yet, I'm just settling the basis.
Feel free to use this thread for your owns !
It's far from realistic yet, I'm just settling the basis.
Feel free to use this thread for your owns !
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Re: ISL woods !
Very nice! Looks like certain species of poplar. I need to make some time to start playing with ISL
Re: ISL woods !
This one should look a bit closer like something
Say, it's 60% done. I can see a very decent parquet made out of it already. If you are the kind to model each blade then you can shuffle their individual projections in the UV editor of your 3d application and have it for real.
It is currently more contrasted than what I was after. The planar render is it contrast wise.
Say, it's 60% done. I can see a very decent parquet made out of it already. If you are the kind to model each blade then you can shuffle their individual projections in the UV editor of your 3d application and have it for real.
It is currently more contrasted than what I was after. The planar render is it contrast wise.
- Attachments
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- 2d_wood_01_2.igm
- version used in the material preview scene with a slight correction in bump
- (3.96 KiB) Downloaded 302 times
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Re: ISL woods !
Awesome material and shader
Re: ISL woods !
Oh my, parameters UI controls are enabled in 3.0.10.
That will be some fun.
That will be some fun.
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Re: ISL woods !
..there is no material studio embedded in the 3.0 version, is there?
Re: ISL woods !
In the eventuality that you haven't yet found the Property Editor yet then right click on one of the movable editor title (Render Settings, Scene, OpenGL Preview) to show a menu to enable it.
If you are asking wether Indigo 3.0 enables UI inputs for the user to alterate the shader, then yes it is in there !
The problem being for me that the material and allowed ranges must be designed very carefully since it's way easier to have everything mezzed up.
If you are asking wether Indigo 3.0 enables UI inputs for the user to alterate the shader, then yes it is in there !
The problem being for me that the material and allowed ranges must be designed very carefully since it's way easier to have everything mezzed up.
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Re: ISL woods !
No no! I meant a preset material studio scene, the one we use for previewing materials in the exporter..
So one can study a material separately, on a sample scene.
Am I clear?
So one can study a material separately, on a sample scene.
Am I clear?
Re: ISL woods !
Sure clear Pibuz, sorry I was concerned by my own matters
No there isn't. I'm loading the test scene into Indigo 3.0 and use the Property Editor for this purpose. For my convenience I changed mat_db_root_scene.igs to:
With the only restriction that the material name in the IGM must be 'previewmaterial'.
After editing this material you can save it from the File menu of the Property Editor.
You will find the mat db text scene under: \data\preview_scenes\mat_db\mat_db_root_scene.igs
No there isn't. I'm loading the test scene into Indigo 3.0 and use the Property Editor for this purpose. For my convenience I changed mat_db_root_scene.igs to:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<scene>
<include>
<pathname>
C:/Indigo/shaders/2d_wood_01_sandbox_2.igm
</pathname>
</include>
<include>
<pathname>matpreviewscene_igmesh.igs</pathname>
</include>
</scene>
After editing this material you can save it from the File menu of the Property Editor.
You will find the mat db text scene under: \data\preview_scenes\mat_db\mat_db_root_scene.igs
Last edited by CTZn on Sat Jul 02, 2011 4:07 pm, edited 1 time in total.
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Re: ISL woods !
OH, now I get it!
..You cannot create a shader from scratch with the UI, but if you load a material which uses a ISL shader, that will be editable?
..You cannot create a shader from scratch with the UI, but if you load a material which uses a ISL shader, that will be editable?
Re: ISL woods !
Well you can create new materials to the scene while rendering but you can not attach them to a mesh yet, it seems...
Yes, assigning an external material from the exporter to a mesh will allow you to tweak it in any scene and save it. That external material may embed additional UI controls for specific use (materials must be written on purpose).
Tell me I didn't miss your point Or did as well.
Yes, assigning an external material from the exporter to a mesh will allow you to tweak it in any scene and save it. That external material may embed additional UI controls for specific use (materials must be written on purpose).
Tell me I didn't miss your point Or did as well.
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Re: ISL woods !
You totally got me CTZn
My ISL-noob question was about some basic tweakings of ISL shaders.
Let's see if I can make an example..
At the moment one can choose between spectrum, texture or ISL shader, am I right? But the ISL shader implies to paste a created code inside the dedicated window.
I am looking for a new entry in the spectrum drop down list (or in the shader zone, as well) which says "ISL shader type" and then let you choose some "presets" to be tweaked at will with simple sliders, say for example "noise", "perlin", speckle", etcetera.
At the moment one has to manually write a ISL shader, isn't it? Many people want to use procedural textures without the hassle of learning a programming language, like me
My ISL-noob question was about some basic tweakings of ISL shaders.
Let's see if I can make an example..
At the moment one can choose between spectrum, texture or ISL shader, am I right? But the ISL shader implies to paste a created code inside the dedicated window.
I am looking for a new entry in the spectrum drop down list (or in the shader zone, as well) which says "ISL shader type" and then let you choose some "presets" to be tweaked at will with simple sliders, say for example "noise", "perlin", speckle", etcetera.
At the moment one has to manually write a ISL shader, isn't it? Many people want to use procedural textures without the hassle of learning a programming language, like me
Re: ISL woods !
I see your point Pibuz, and I don't see why we wouldn't be able to do this in the future.
So far the development effort @Glare was aiming at the renderer's core, but this included also architectural improvements allowing to introduce a much greater flexibility. 'Improvements' might be an eupemism, I think that the way Indigo handles data has been rewritten.
So far the development effort @Glare was aiming at the renderer's core, but this included also architectural improvements allowing to introduce a much greater flexibility. 'Improvements' might be an eupemism, I think that the way Indigo handles data has been rewritten.
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Re: ISL woods !
Neat stuff
Is it similar to 3d textures in Maya?
How does it looks on a complex model?
Is it similar to 3d textures in Maya?
How does it looks on a complex model?
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