[ISL][workshop] Indigo Shading Language

General discussion about Indigo Materials - material requests, material developement, feedback, etc..
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fused
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Re: [ISL][workshop] Indigo Shading Language

Post by fused » Thu Jun 18, 2009 11:10 am

wow, thats pretty awesome!

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Borgleader
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Re: [ISL][workshop] Indigo Shading Language

Post by Borgleader » Thu Jun 18, 2009 11:41 am

That is pretty cool, with a little tweaking you could easily do bricks :)
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Stur
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Re: [ISL][workshop] Indigo Shading Language

Post by Stur » Fri Jun 19, 2009 12:37 am

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.
Attachments
im1245326088.png
Another attempt :
Square stones, mortar thiner, other colors and a bit heavier displacement.
im1245326088.png (815.57 KiB) Viewed 2040 times

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CTZn
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Re: [ISL][workshop] Indigo Shading Language

Post by CTZn » Sat Jun 20, 2009 6:53 am

Awesome contibution Stur !

And darn usefull, I'm saving it to disk right now, thank you too :D
obsolete asset

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Stur
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Re: [ISL][workshop] Indigo Shading Language

Post by Stur » Sat Jun 20, 2009 9:56 am

Really ? I'm honored ^^
I'm looking forward to see what you'll draw with my texture.

ISL is fun after all :lol: I will continue to experiment. (I also encountered a few crashes)

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Stur
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Re: [ISL][workshop] Indigo Shading Language

Post by Stur » Sat Jun 20, 2009 8:14 pm

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.

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
im1245483964.png
Same script, other parameters.
im1245483964.png (690.36 KiB) Viewed 1929 times

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CTZn
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Re: [ISL][workshop] Indigo Shading Language

Post by CTZn » Sun Jun 21, 2009 1:46 am

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.
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.

For the border thing you want to disable subdivision smoothing like so:

Code: Select all

<subdivision_smoothing>false</subdivision_smoothing>
Indigo is smoothing UVs with vertices positions, too bad (I think new UVs should be interpolated linearly or optionally smoothable, my 2cts).

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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