ISL XPeriments

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galinette
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Re: ISL XPeriments

Post by galinette » Sat Jun 01, 2013 10:33 am

OnoSendai wrote:tinfoil, also done with posOS based bump:

Code: Select all

def eval() real :
  let 
    p = posOS()
  in
    fbm(1, p * 100.0, 1.2, 2.0, 6) * 0.002
Nice sandwich wrapping aluminum, just lacks the mustard traces.
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juan_irender
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Re: ISL XPeriments

Post by juan_irender » Thu Jun 06, 2013 12:03 am

Oak Wood shader uploaded to materials gallery:
http://www.indigorenderer.com/materials/materials/1183

Ciao.
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Oaks.jpg
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Re: ISL XPeriments

Post by juan_irender » Thu Jun 06, 2013 4:32 am

Explanation of parameter roles in Oak shader (they are very the same as in the original shader):
- Ringfreq - mean frequency of ring spacing
- Ringunevenness - 0=equally spaced rings, larger is unequally spaced
- Grainfreq - frequency of the fine grain
- Ringnoise, ringnoisefreq - general warping of the domain
- Trunkwobble, trunkwobblefreq - controls noise which wobbles the axis of the trunk so that it's not perfectly on the z axis.
- Angularwobble, angularwobblefreq - warping indexed by angle about the axis used by the shader.
- Ringy, grainy - overall scale on the degree to which rings and grain are weighted. 0 turns one off, 1 makes full effect.
- Sharpness - substitutes filterwidth estimation: its of no use in Indigo. Values < 1 are reccomended.

Ciao.
Last edited by juan_irender on Thu Jun 06, 2013 4:46 am, edited 2 times in total.
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Re: ISL XPeriments

Post by juan_irender » Thu Jun 06, 2013 4:43 am

Well, after this wood shader, I´ll focus on other material genre...

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Re: ISL XPeriments

Post by wlf_alex » Thu Jun 06, 2013 5:19 am

Excelentemente, Juan !! +10 and muchas graсias !
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Re: ISL XPeriments

Post by juan_irender » Thu Jun 06, 2013 8:19 am

Gracias a ti, Alex! :wink:
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Re: ISL XPeriments

Post by juan_irender » Mon Jun 10, 2013 3:27 am

A new shader: a brick one.
It comes also from Larry Gritz.
Tons of parameters for configuring the look. You see, the shader used for the wall, is the same used for the floor...

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Briks.jpg
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Re: ISL XPeriments

Post by juan_irender » Tue Jun 11, 2013 12:12 am

A different type of shader.
A ridged multifractal displacement one. Algorithm by F.K. Musgrave.
I´m working on additional ISL code for coloring the mountains by height.

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Ridged_MF.jpg
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OnoSendai
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Re: ISL XPeriments

Post by OnoSendai » Tue Jun 11, 2013 12:56 am

Nice.
There's a multifractal function built into ISL by the way.

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Re: ISL XPeriments

Post by juan_irender » Tue Jun 11, 2013 1:13 am

OnoSendai wrote:Nice.
There's a multifractal function built into ISL by the way.
Hehe, ¿which one? :wink:
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OnoSendai
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Re: ISL XPeriments

Post by OnoSendai » Tue Jun 11, 2013 1:16 am

Same one probably. Based off the book Texturing and Modelling, a Procedural approach. I think the chapter was by Musgrave.

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Re: ISL XPeriments

Post by juan_irender » Tue Jun 11, 2013 1:17 am

OnoSendai wrote:Same one probably. Based off the book Texturing and Modelling, a Procedural approach. I think the chapter was by Musgrave.
The same book I´m using, but I´m asking you for the name of this ISL function.

Thanks!
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OnoSendai
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Re: ISL XPeriments

Post by OnoSendai » Tue Jun 11, 2013 1:31 am

juan_irender wrote:
OnoSendai wrote:Same one probably. Based off the book Texturing and Modelling, a Procedural approach. I think the chapter was by Musgrave.
The same book I´m using, but I´m asking you for the name of this ISL function.

Thanks!
multifractal.
Sorry it's not documented yet. I started but libreoffice started deleting my images so I gave up.

Check out the testscenes here:

http://www.indigorenderer.com/forum/vie ... =1&t=12120

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Re: ISL XPeriments

Post by juan_irender » Tue Jun 11, 2013 1:51 am

Thanks, Ono :D .
Looks very nice, I expect you can document these functions soon.

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Re: ISL XPeriments

Post by juan_irender » Tue Jun 11, 2013 6:28 am

Well, some colormap applied to mountains height...
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Ridged_MF1.jpg
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