holographic material

General discussion about Indigo Materials - material requests, material developement, feedback, etc..
User avatar
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. :)

User avatar
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.

User avatar
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 8) MtI test scenes:
Attachments
planete.jpg
... 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 2734 times
oeuf.jpg
This guy is holding the very first local reproduction of the common terran egg
oeuf.jpg (19.12 KiB) Viewed 2732 times

User avatar
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. :)

User avatar
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 :mrgreen:):
Attachments
plasmegg.jpg
size 1/1 (no supersampling)
plasmegg.jpg (34.64 KiB) Viewed 2719 times
Last edited by CTZn on Wed Jan 28, 2009 6:08 pm, edited 3 times in total.

User avatar
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...

User avatar
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 ;)

User avatar
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!

User avatar
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 :roll:

But sorry, I'm bringing that anywhere.

neo0.
Posts: 1784
Joined: Thu Feb 28, 2008 7:11 am
Location: the US of A

Re:

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
hologram.png (358.95 KiB) Viewed 2578 times

Post Reply
29 posts

Who is online

Users browsing this forum: No registered users and 21 guests