Requests with ISL!
Re: Requests with ISL!
Concerning the voronoi cells, I believe that the distance orthogonal to the intersections is a necessary feature, something like this.
There's not much to do with the distance-to-point without loosing the cells own shape
There's not much to do with the distance-to-point without loosing the cells own shape
obsolete asset
Re: Requests with ISL!
I have something similar to this in my voronoi ISL tests : the voronoi pyramid. It's not the distance to intersecting points, but the distance to the closest edge. That function allows you to make the letchee or lizard skins, as well as defining a "cement" blend in a stone wall.
For instance, if I remember right, I use it to make the stain wires in the stained glass material.
Etienne
For instance, if I remember right, I use it to make the stain wires in the stained glass material.
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Requests with ISL!
Ok, can the distance to the nearest edge be computed easily?
Re: Requests with ISL!
Yes,
An edge is the equidistant line to the cell center (I will call it C) and a neighbor cell center (named Ni)
The distance to this edge is is : (1/2 - ( dot(CX , CNi) / dot(CNi, CNi) ) ) * length(CNi)
Now compute the distance to every neighbor edge and take the min of all!
(I did this from memory without making a sketch... there may be some mistakes!)
Etienne
An edge is the equidistant line to the cell center (I will call it C) and a neighbor cell center (named Ni)
The distance to this edge is is : (1/2 - ( dot(CX , CNi) / dot(CNi, CNi) ) ) * length(CNi)
Now compute the distance to every neighbor edge and take the min of all!
(I did this from memory without making a sketch... there may be some mistakes!)
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Requests with ISL!
Still, voronoi(pos, f) would be an amazing testing ground for suspended particles !
Clouds come to mind first off course, I am curious to see how that would accumulate across depth.
Clouds come to mind first off course, I am curious to see how that would accumulate across depth.
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Re: Requests with ISL!
I would like to rise the question of the articulation between instances, and point sets (particles, wether generated or imported), in Indigo.
Particles in general are used for instancing, or they are for shading. It would make sense if instancing would use extensible point set objects, otherwise accessible to ISL. Extensible per the number of variables attached to one point (ID).
I have not wrapped yet my head around that all but I'm leaning toward special effects, unbiased sfx !
Ono, you are welcome to shed some light on voxel/point container objects in Indigo. I'm hoping it involves your scattering experiment.
Users are much welcome to share their sfx experience, what should Indigo pack in this regard ?
Particles in general are used for instancing, or they are for shading. It would make sense if instancing would use extensible point set objects, otherwise accessible to ISL. Extensible per the number of variables attached to one point (ID).
I have not wrapped yet my head around that all but I'm leaning toward special effects, unbiased sfx !
Ono, you are welcome to shed some light on voxel/point container objects in Indigo. I'm hoping it involves your scattering experiment.
Users are much welcome to share their sfx experience, what should Indigo pack in this regard ?
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Re: Requests with ISL!
Nick, ISL 3d functions are still partially implemented: their otientation is wrong with displacement and they don't work in bump shaders.
You are teasing me with your convincing wood thingy
You are teasing me with your convincing wood thingy
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Re: Requests with ISL!
Not sure what you mean by that. Example?CTZn wrote:their otientation is wrong with displacement
Re: Requests with ISL!
yes I will provide you with an example later, got to go now.
for instance a vertical cylindrical albedo shader will be oriented horizontally once adapted as a displacement shader.
It has been a couple months since I checked on it, bbl.
for instance a vertical cylindrical albedo shader will be oriented horizontally once adapted as a displacement shader.
It has been a couple months since I checked on it, bbl.
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- juan_irender
- Posts: 251
- Joined: Tue Jun 23, 2009 12:37 pm
- Location: Spain
- 3D Software: Cinema 4D
Re: Requests with ISL!
Hi.
I think I´ve found the same problema CTZn is talking about.
Please, check the pic. I´m trying to slightly displace the surface following the rings of the wood, using the same code programmed to generate the color (albedo).
You can see how the displaced rings are not the same...
Ciao.
I think I´ve found the same problema CTZn is talking about.
Please, check the pic. I´m trying to slightly displace the surface following the rings of the wood, using the same code programmed to generate the color (albedo).
You can see how the displaced rings are not the same...
Ciao.
C4D R18 Studio user
Blender user
Blender user
- juan_irender
- Posts: 251
- Joined: Tue Jun 23, 2009 12:37 pm
- Location: Spain
- 3D Software: Cinema 4D
Re: Requests with ISL!
Yes, for now you can only use texture coordinates in bump shaders, but not the object coordinates (posOS()), ¿why?CTZn wrote:Nick, ISL 3d functions are still partially implemented: their otientation is wrong with displacement and they don't work in bump shaders.
You are teasing me with your convincing wood thingy
Thanks!
C4D R18 Studio user
Blender user
Blender user
Re: Requests with ISL!
I'm sure this worked once, otherwise I would not have been able to do this:
http://www.indigorenderer.com/forum/vie ... 678#p92678
Etienne
http://www.indigorenderer.com/forum/vie ... 678#p92678
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Requests with ISL!
Juan refreshed my memory, the issue involves the use of posOS() indeed, it's not returning the same coordinates once used for displacement.
That's why the issue shouldn't relate with your terracotta shader Etienne, any awesome
That's why the issue shouldn't relate with your terracotta shader Etienne, any awesome
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Re: Requests with ISL!
Another request: it would be handy to have the shared parameters layout below the material's emission tab (exclusively, to reduce the shader editor cluttering).
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Re: Requests with ISL!
Can you post the material?juan_irender wrote:Hi.
I think I´ve found the same problema CTZn is talking about.
Please, check the pic. I´m trying to slightly displace the surface following the rings of the wood, using the same code programmed to generate the color (albedo).
You can see how the displaced rings are not the same...
Ciao.
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