ISL woods !
Re: ISL woods !
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.
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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Re: ISL woods !
Very interesting topic! I'll make to follow this one, looking forward to the final results! Last image is terrific!
Cheers
Cheers
Cheers,
Roo Evans
Roo Evans
Re: ISL woods !
Thanks FoXar !
Actually Lemo, 3d shaders do look better on complex models:
Well I think I have something different to do with IGM's now ...
Actually Lemo, 3d shaders do look better on complex models:
Well I think I have something different to do with IGM's now ...
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Re: ISL woods !
Just too bad we still need the UVs for the bump
But this is going to help a lot!
But this is going to help a lot!
Re: ISL woods !
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 !
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
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Re: ISL woods !
I'm not sure about the divider in noiseAmount(), might as well let the value free.
Dev's comments are welcome !
Dev's comments are welcome !
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Re: ISL woods !
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
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
Re: ISL woods !
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?
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?
Re: ISL woods !
No, it's just wood. Tiles will come obviously
I'm hoping that some courageous people will post their own takes
I'm hoping that some courageous people will post their own takes
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Re: ISL woods !
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.
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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- pixie
- Posts: 2332
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
- Contact:
Re: ISL woods !
Now that we do have shared parameters, what are you waiting to release the better wood material mister?
Great job BTW
Great job BTW
Re: ISL woods !
I have the quarter of a sinusoidal wave to stick between two marble tiles arbitrarly spaced The tiled marble is prioritary, I'm getting close.pixie wrote:Now that we do have shared parameters, what are you waiting to release the better wood material mister?
Great job BTW
Shared parameters are really handy.
Thanks pixie.
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Re: ISL woods !
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$$ because Juan is also working on procedural woods By the way Juan:
I'm still to tweak their range before I can upload it to the matdb, plus a little tinkering maybe.
I feel like an a$$ because Juan is also working on procedural woods By the way Juan:
PS: it's really the same material than above, just with different settings. It's up to you now with parameters.CTZn wrote:Feel free to use this thread for your owns !
- Attachments
-
- wood_2d_02_rc6.igm
- (5.39 KiB) Downloaded 203 times
obsolete asset
- juan_irender
- Posts: 251
- Joined: Tue Jun 23, 2009 12:37 pm
- Location: Spain
- 3D Software: Cinema 4D
Re: ISL woods !
Hi, CTZn!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 !
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.
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