[ISL][workshop] Indigo Shading Language
Re: [ISL][workshop] Indigo Shading Language
wow, thats pretty awesome!
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: [ISL][workshop] Indigo Shading Language
That is pretty cool, with a little tweaking you could easily do bricks
benn hired a mercenary to kill my sig...
Re: [ISL][workshop] Indigo Shading Language
Thx guys.
Yes Borgleader, I think I could do bricks as it is easier than stones with beveled edges.
Here is another try, I used my previous script but changed some values.
Yes Borgleader, I think I could do bricks as it is easier than stones with beveled edges.
Here is another try, I used my previous script but changed some values.
- Attachments
-
- Another attempt :
Square stones, mortar thiner, other colors and a bit heavier displacement. - im1245326088.png (815.57 KiB) Viewed 2040 times
- Another attempt :
Re: [ISL][workshop] Indigo Shading Language
Awesome contibution Stur !
And darn usefull, I'm saving it to disk right now, thank you too
And darn usefull, I'm saving it to disk right now, thank you too
obsolete asset
Re: [ISL][workshop] Indigo Shading Language
Really ? I'm honored ^^
I'm looking forward to see what you'll draw with my texture.
ISL is fun after all I will continue to experiment. (I also encountered a few crashes)
I'm looking forward to see what you'll draw with my texture.
ISL is fun after all I will continue to experiment. (I also encountered a few crashes)
Re: [ISL][workshop] Indigo Shading Language
Here is another experiment with the script. I extruded the plane, and bad things happen at angles. I tried a few unwrapping methods, I tied to place the seams at other places, no matter what I do, the result is the same
I've also noticed a strange behavior : getStones() substract a noise map to the brick map. I multiply the noise map by a value to make more or less strong. What is strange, is that if i put a too small values (to get a thiner noise map), suddenly there is no displacement at all.
I've also noticed a strange behavior : getStones() substract a noise map to the brick map. I multiply the noise map by a value to make more or less strong. What is strange, is that if i put a too small values (to get a thiner noise map), suddenly there is no displacement at all.
Code: Select all
def myNoise(real conc, real f) real:
(
(
fbm(getTexCoords(0) * conc, 10) + 1.0
) / 2.0
) * f
#
# getStones() : blends the brick wall with the noise map to draw a stones like map
#
def getStones() real:
max(
min(
getBricks(0.1, 0.05, 0.002, 0.002)
* 20.0
, 1.0
)
- myNoise(50.0, 0.5) # if i reduce this value, 0.5 to 0.2 for example, then there is no displacement
, 0.0
)
- Attachments
-
- Same script, other parameters.
- im1245483964.png (690.36 KiB) Viewed 1929 times
Re: [ISL][workshop] Indigo Shading Language
This is the displacement_error_threshold, set it to a negative value to disable it, modify the igs by hand if it is hardcoded in the exporter. It's supposed to do just that, not subdividing details below a given height.What is strange, is that if i put a too small values (to get a thiner noise map), suddenly there is no displacement at all.
For the border thing you want to disable subdivision smoothing like so:
Code: Select all
<subdivision_smoothing>false</subdivision_smoothing>
And yes I have an obvious idea in mind, somehow I'm surprised I was not beaten at it yet but I'll give it a try. This stuff is starting to look usefull.
obsolete asset
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