Requests with ISL!

Feature requests, bug reports and related discussion
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CTZn
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Re: Requests with ISL!

Post by CTZn » Tue Jul 26, 2011 3:59 am

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 :?
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galinette
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Re: Requests with ISL!

Post by galinette » Tue Jul 26, 2011 4:23 am

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.

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OnoSendai
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Re: Requests with ISL!

Post by OnoSendai » Tue Jul 26, 2011 4:35 am

Ok, can the distance to the nearest edge be computed easily?

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galinette
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Re: Requests with ISL!

Post by galinette » Tue Jul 26, 2011 6:39 am

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!)

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CTZn
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Re: Requests with ISL!

Post by CTZn » Sat Oct 08, 2011 5:37 am

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.
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CTZn
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Re: Requests with ISL!

Post by CTZn » Tue Jun 05, 2012 2:46 am

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 ?
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CTZn
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Re: Requests with ISL!

Post by CTZn » Wed May 29, 2013 10:53 pm

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 8)
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OnoSendai
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Re: Requests with ISL!

Post by OnoSendai » Wed May 29, 2013 10:59 pm

CTZn wrote:their otientation is wrong with displacement
Not sure what you mean by that. Example?

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CTZn
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Re: Requests with ISL!

Post by CTZn » Thu May 30, 2013 12:26 am

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.
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juan_irender
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Re: Requests with ISL!

Post by juan_irender » Thu May 30, 2013 11:34 pm

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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Wood_disp.jpg
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juan_irender
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Re: Requests with ISL!

Post by juan_irender » Thu May 30, 2013 11:42 pm

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 8)
Yes, for now you can only use texture coordinates in bump shaders, but not the object coordinates (posOS()), ¿why?

Thanks!
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galinette
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Re: Requests with ISL!

Post by galinette » Thu May 30, 2013 11:44 pm

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
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CTZn
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Re: Requests with ISL!

Post by CTZn » Fri May 31, 2013 1:22 am

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 :)
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CTZn
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Re: Requests with ISL!

Post by CTZn » Sat Jun 01, 2013 8:14 am

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!

Post by OnoSendai » Wed Jun 05, 2013 3:30 am

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.
Can you post the material?

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