ISL woods !

General discussion about Indigo Materials - material requests, material developement, feedback, etc..
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CTZn
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Re: ISL woods !

Post by CTZn » Sat Jul 02, 2011 1:27 pm

Yes it is similar to the wood texture in Maya (it's volumetric) and doesn't rely on good UVs to be properly drawn.

Therefore you would see no pinching at poles on a normal sphere. Perfect for one-piece sculptures.

Problem is that I wasn't able to get 3d bump, just got to figure that one out. IIRC eval(vec3 pos) real is not an option there.
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FoXar
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Re: ISL woods !

Post by FoXar » Sat Jul 02, 2011 11:07 pm

Very interesting topic! I'll make to follow this one, looking forward to the final results! Last image is terrific!

Cheers
Cheers,
Roo Evans

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CTZn
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Re: ISL woods !

Post by CTZn » Sun Jul 03, 2011 4:18 am

Thanks FoXar !

Actually Lemo, 3d shaders do look better on complex models:
Cats_wood3d_01.jpg
bump is 2d (UV based). Model courtesy of unknown, thanks !
Well I think I have something different to do with IGM's now ...
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Lemo
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Re: ISL woods !

Post by Lemo » Sun Jul 03, 2011 5:28 am

Just too bad we still need the UVs for the bump
But this is going to help a lot!

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CTZn
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Re: ISL woods !

Post by CTZn » Fri Jul 15, 2011 3:36 am

Back to 2d woods, here's my candidate for a release.

You may find that aldbedo and bump have the same beginning in their code, wich can be edited into one channel and pasted to replace its equivalent into the other channel.

Actually the current look isn't my favourite but really it's meant to be tweaked (got a little doc within).

Will make a better one when we have shared parameters :)

the (not yet) shared parameters:

def paramScale() real :
# global scale
# set this first for your scene.
4.0

def noiseScale() real :
# additional perturbation's scale
# relative to global scale
175.0
* paramScale()

def noiseAmount() real :
# additional perturbation's amount. zero = noise off
0.1
/ paramScale()

def paramRatio() real :
# length ratio.
# Set to its reciprocal for a vertical essence (1.0 / value)
8.0

def paramIterations1() real :
# number of veins (age)
8.0

def paramIterations2() real :
# number of sub-veins (veins per veins)
3.5

def paramTension() real :
# tension (distribution) of veins
# min: 0.0 (flat. Defeats shader)
# max: 5.0 +/- 1
# neutral: 1.0
1.1

def complexity() int :
# level of intrication of the features
8

Albedo specific:

# RGB colors (2)

def col1() vec3 :
vec3(0.4, 0.2, 0.0)

def col2() vec3 :
vec3(0.5, 0.3, 0.1)

Bump specific:

# NOTE:
# For the two following parameters,
# if either is equal to zero
# the material's bump should be switched off
# for performance concerns

def paramBumpRoughness() real :
# wood finish/alteration
# 0.0: no bump (perfect finish)
# 1.0: no finish (rough surface)
# is also multiplier for the bump gain below <- No it isn't
0.15

def paramBump() real :
# centimeters. Yes sir, it's bump value.
# again switch bump off if zero
0.05

Try them out !
Attachments
wood_2d_02_rc5.igm
(4.02 KiB) Downloaded 246 times
wood_2d_02_rc4_set3_nAmount°5_nScale°175.jpg
different take, same bump parameters as below.
wood_2d_02_rc5.jpg
current
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CTZn
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Re: ISL woods !

Post by CTZn » Fri Jul 15, 2011 3:46 am

I'm not sure about the divider in noiseAmount(), might as well let the value free.

Dev's comments are welcome !
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Meelis
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Re: ISL woods !

Post by Meelis » Fri Jul 15, 2011 4:44 am

I like the wood_2d_02_rc5.jpg
rc4 is too plastic and has to litle black contrasty stripes.
rc5 is deeper.
Perhaps an variatsioon that has some additional blend map that regulates larger quantities between diffuse and phong variatsions.
But the rc5 as highly polished and finished wood looks good.

Amazing work :)

Lemo
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Re: ISL woods !

Post by Lemo » Fri Jul 15, 2011 5:07 am

Awesome CTZn
Best setting is probably something between those two pics IMO
For example, if you want to make a wooden floor, is there some randomness for every plank of wood to look different?

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CTZn
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Re: ISL woods !

Post by CTZn » Fri Jul 15, 2011 5:50 am

No, it's just wood. Tiles will come obviously :)

I'm hoping that some courageous people will post their own takes ;)
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CTZn
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Re: ISL woods !

Post by CTZn » Fri Jul 15, 2011 5:51 am

Meelis: the exponent will be dealt with when we have shared parameters, wich are unified UI controls. It is arleady complex enough to manage :)

For now phong ior and exponent are easy to tweak, you can simulate roughly polished wood as well as a varnished one.
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Polinalkrimizei
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Re: ISL woods !

Post by Polinalkrimizei » Fri Jul 15, 2011 11:01 pm

This is awesome!!!!

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pixie
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Re: ISL woods !

Post by pixie » Sun Jul 22, 2012 12:37 pm

Now that we do have shared parameters, what are you waiting to release the better wood material mister? :twisted:

Great job BTW

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CTZn
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Re: ISL woods !

Post by CTZn » Mon Jul 23, 2012 12:42 am

pixie wrote:Now that we do have shared parameters, what are you waiting to release the better wood material mister? :twisted:

Great job BTW
I have the quarter of a sinusoidal wave to stick between two marble tiles arbitrarly spaced :evil: The tiled marble is prioritary, I'm getting close.

Shared parameters are really handy.

Thanks pixie.
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CTZn
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Re: ISL woods !

Post by CTZn » Sun Jun 02, 2013 1:29 am

A small update, the material has parameters now.

I'm still to tweak their range before I can upload it to the matdb, plus a little tinkering maybe.

I feel like an a$$ because Juan is also working on procedural woods :( By the way Juan:
CTZn wrote:Feel free to use this thread for your owns !
PS: it's really the same material than above, just with different settings. It's up to you now with parameters.
Attachments
wood_2d_02_rc6_beauty.jpg
wood_2d_02_rc6.igm
(5.39 KiB) Downloaded 203 times
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juan_irender
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Re: ISL woods !

Post by juan_irender » Sun Jun 02, 2013 9:02 pm

CTZn wrote: I feel like an a$$ because Juan is also working on procedural woods :( By the way Juan:
CTZn wrote:Feel free to use this thread for your owns !
Hi, CTZn!
Your wood shader looks very good, it produces some beautiful patterns, I like it. It has enough detail to be used in production pics.
BTW, thanks for your invitation!

Ciao.
C4D R18 Studio user
Blender user :D

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