Shader tests

General questions about Indigo, the scene format, rendering etc...
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Grimm
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Post by Grimm » Tue Jun 24, 2008 8:25 pm

YAY!!!! :) Thank you sooo much Ono!! Ah, so, err, when is the Linux version going to out? :wink: :D

I guess the only requests that I can think of is access to normal and ray vector angles or at least the tools to calculate them (cross product et al). Conditionals, etc, basically everything. :)
Last edited by Grimm on Tue Jun 24, 2008 8:28 pm, edited 1 time in total.
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BbB
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Post by BbB » Tue Jun 24, 2008 8:26 pm

Don't understand zilch. :oops:

But I'm sure it'll be great when we see it in action!

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Grimm
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Post by Grimm » Tue Jun 24, 2008 8:42 pm

BbB - It means that we might see some of the export writers being able to support procedural textures from the various 3d packages. In this way many of the textures in Blender, for instance, could be replicated in Indigo. This would be a very big programming challenge to do automatically (sorry SmartDen). Mostly I think that this would be used as external textures that you would load in to use. The cool thing is that it allows you total control over your texture. Instead of UV mapping a texture you could just say that any angle in the object mesh that is greater then 45 degrees has a worn metal look and the rest is red paint, for example. Lots of possibilities.
Last edited by Grimm on Tue Jun 24, 2008 8:57 pm, edited 1 time in total.
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Grimm
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Post by Grimm » Tue Jun 24, 2008 8:49 pm

Ono - It would be nice to have many of these calculations in simple commands to make it easier to write the textures. I know that it would make your job so much more difficult, but most people will not know the heavy math required by some of this. For myself, I know just enough to get me into trouble. Anyway, just a thought. :) Thanks,
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Post by BbB » Tue Jun 24, 2008 9:16 pm

Cheers :-)

alex22
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Post by alex22 » Wed Jun 25, 2008 12:00 am

Cool now you can write your own angle-based dust shader!

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Borgleader
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Post by Borgleader » Wed Jun 25, 2008 1:04 am

Were gonna need a shader database now :lol:

StompinTom
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Post by StompinTom » Wed Jun 25, 2008 2:22 am

i remember the good old days when there were only 3 types of shaders and only about 2 buttons to hit. life was a lot simpler back then.


<sigh>

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SmartDen
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Post by SmartDen » Wed Jun 25, 2008 2:47 am

Image
Check normals, dude!

Image
Image

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arneoog
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Post by arneoog » Wed Jun 25, 2008 3:38 am

StompinTom, indeed.. >_>
I always handwrote my xml scenes.. :]
..way to complicated to do now.. and I don't have an exporter for my app..
oh well...


But this shader 'system' really looks pretty cool! ^^''
Go, Nicholas!! 8DD

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Borgleader
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Post by Borgleader » Wed Jun 25, 2008 3:52 am

@Ono: Will you be doing more shader tests?

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Zom-B
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Post by Zom-B » Wed Jun 25, 2008 3:55 am

OnoSendai wrote:
Whaat wrote:Yup, basically you embed a short program in the scene file, that describes the albedo, exponent, blend factor, displacement, etc.. of any material.
The program is executed whenever a ray hits the material, and can therefore use such information as the normal at the hit position, hit position, surface uv coordinates at the hit position etc.. to calculate the final colour or whatever
Hmmm... how about processing speed, running the script for each ray hitting the material could maybe slow down the whole rendering Process if the shaders getting more complicated.

How about GPU support for this part of Indigo, actually this should be a classic GPU homeground...

Check this place for advice: http://www.gpgpu.org/
polygonmanufaktur.de

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Post by Woodie » Wed Jun 25, 2008 4:12 am

SmartDen wrote:Image
Interesting. 8)

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SmartDen
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Post by SmartDen » Wed Jun 25, 2008 4:16 am

Image
Check normals, dude!

Image
Image

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Kram1032
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Post by Kram1032 » Wed Jun 25, 2008 4:52 am

Hum... will this also allow mixing emitters with materials?
(If so: hard-cut or smoothly blended?)

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