General discussion about Indigo Materials - material requests, material developement, feedback, etc..
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Mon Jan 19, 2009 12:39 pm
neo0. wrote:Instead of using an texture, could could theoretically just use geometry apply the mat to it, right? I mean, I think thats what they did in those CG movies that I took the pics from.
As in the first image for instance ? Yes of course, though I think they rather used a shader based on facing ratio with camera, plugged into incandescence (this is biased slang) on top of an incandescent texture. Incandescence in biased renderers does not necessarily means emission of light, but it means the material is visible wether ligthed or not.
Yes of course
This is at least my actual opinion, given the (poor) example I produced, and how I understand it is working within Indigo. I will confirm or infirm those says shortly, with resulting images in the first case.
Anyone willing to do so before me is welcome
I'm slightly busy at other things...
-
neo0.
- Posts: 1784
- Joined: Thu Feb 28, 2008 7:11 am
- Location: the US of A
Post
by neo0. » Mon Jan 19, 2009 4:18 pm
I look forward to seeing what kind of progress gets made on this.
-
Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
Post
by Kram1032 » Wed Jan 21, 2009 6:52 am
I guess, for "real"-ish holograms, you'd need particles... but CTZn already found a great approximation
-
neo0.
- Posts: 1784
- Joined: Thu Feb 28, 2008 7:11 am
- Location: the US of A
Post
by neo0. » Mon Jan 26, 2009 11:05 am
Im not very good with indigo shader language. Can some show me how Ctzn's mat might be edited so it doesnt require a texture, just a raw geomtry? In case anyone's wondering, im trying to make a colored hologram like in the pic I posted.
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Wed Jan 28, 2009 11:57 am
If you don't want the texture, you must remove both the <texture> and <emission> tags, plently. Base emission alone is holding the real emission power definition.
Another emissive-air hahalolol scenery:
Code: Select all
<medium>
<name>blinn1_medium</name>
<precedence>6</precedence>
<basic>
<ior>1</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>0 0 0</rgb>
<gamma>2.200000048</gamma>
</rgb>
</absorption_coefficient_spectrum>
</basic>
</medium>
<material>
<name>blinn1SG</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>blinn1_medium</internal_medium_name>
<base_emission>
<constant>
<blackbody>
<temperature>6200</temperature>
<gain>0.001000000047</gain>
</blackbody>
</constant>
</base_emission>
<texture>
<uv_set>default</uv_set>
<path>textures/grid1-pSphere1.tga</path>
<exponent>2.200000048</exponent>
<b>1</b>
<c>0</c>
</texture>
<emission>
<texture>
<texture_index>0</texture_index>
</texture>
</emission>
</specular>
</material>
This one out of the box
MtI test scenes:
-
Attachments
-
- ... and he is living on this planet. The border edge of the universe is because I didn't bother touching default UVs, just a press and go setup.
- planete.jpg (65.79 KiB) Viewed 2784 times
-
- This guy is holding the very first local reproduction of the common terran egg
- oeuf.jpg (19.12 KiB) Viewed 2782 times
-
Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Post
by Borgleader » Wed Jan 28, 2009 12:30 pm
The shadows on the planet are weird...forgot "set smooth" or....wtv the maya equivalent is?
benn hired a mercenary to kill my sig...
-
neo0.
- Posts: 1784
- Joined: Thu Feb 28, 2008 7:11 am
- Location: the US of A
Post
by neo0. » Wed Jan 28, 2009 1:33 pm
Very nice work, ctzn.
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Wed Jan 28, 2009 2:25 pm
Well yes that's an issue Borgleader, but its also just a test scene. While coding I lost control on sphere primitive and I used a default maya sphere, low res that is.
Also one can see a texture artifact circling upside, it's a limitation of the old, actually used texture sampler with some 3d textures. I wish the mental ray sampler will be used in the future (32bit output, yummy!). When it's on I'll add displacement too
Thanks for the nice comment neo0., you are my friend now
Actually I'm redoing the egg texture in a less boring fashion... before a break x°x
Here I am (or I'm schyzophrenic or it's absolutely me using hyper saturated textures
):
-
Attachments
-
- size 1/1 (no supersampling)
- plasmegg.jpg (34.64 KiB) Viewed 2769 times
Last edited by
CTZn on Wed Jan 28, 2009 6:08 pm, edited 3 times in total.
-
Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Post
by Borgleader » Wed Jan 28, 2009 2:28 pm
I want your planet texture though. it are awsum!
LBP style
benn hired a mercenary to kill my sig...
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Wed Jan 28, 2009 2:44 pm
I'll make nicer stuff for all when I will be happier with the exporter (when it's released), I was wondering if I would not take 2 more weeks for a nicer ui, I mean a really usefull (if not stable) ui...
bump that thread in a moment if you wish borg, I may as well want to have fun with this again soon
-
Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Post
by Borgleader » Wed Jan 28, 2009 2:51 pm
alright
benn hired a mercenary to kill my sig...
-
neo0.
- Posts: 1784
- Joined: Thu Feb 28, 2008 7:11 am
- Location: the US of A
Post
by neo0. » Wed Jan 28, 2009 4:18 pm
Thanks for the nice comment neo0., you are my friend now
Did you get that on camera? We're friendss!
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Wed Jan 28, 2009 4:57 pm
Ah, I appreciate your responsiveness
No right that was bullpack. Still, enjoy.
Bah, tomorrow you'll ask for a challenging stuff again in a much irritating manner anyway
But sorry, I'm bringing that anywhere.
-
neo0.
- Posts: 1784
- Joined: Thu Feb 28, 2008 7:11 am
- Location: the US of A
Post
by neo0. » Mon Aug 31, 2009 3:22 pm
Kram1032 wrote:I guess, for "real"-ish holograms, you'd need particles... but CTZn already found a great approximation
It's awfully inconvenient how it seems like every app that has an exporter has full support for particles except sketchup..
Now that I don't have to worry about my boring job for another 4 days, i have the time to play around with indigo
Here is a shader I have playing with :
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<scenedata>
<material>
<name>None</name>
<null_material/>
</material>
<material>
<name>Material3</name>
<phong>
<diffuse_albedo>
<constant>
<rgb>
<rgb>0.1490 0.2706 0.7412</rgb>
<gamma>2.2</gamma>
</rgb>
</constant>
</diffuse_albedo>
<ior>1</ior>
<exponent>
<constant>1000</constant>
</exponent>
<base_emission>
<constant>
<rgb>
<rgb>0.1490 0.2706 0.7412</rgb>
<gamma>2.2</gamma>
</rgb>
</constant>
</base_emission>
</phong>
</material>
<material>
<name>fdfd</name>
<blend>
<a_name>Material3</a_name>
<b_name>None</b_name>
<blend>
<constant>.9</constant>
</blend>
</blend>
</material>
</scenedata>
Just how I like it.. A shape loosely defined by light.
-
Attachments
-
- hologram.png (358.95 KiB) Viewed 2628 times
Who is online
Users browsing this forum: No registered users and 30 guests