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Parametric surfaces + shells
Posted: Thu Apr 12, 2012 11:30 am
by OnoSendai
I added some experimental parametric surface code to Indigo.
The general idea is to define a surface with a function that goes from a u,v pair, to a 3d vector representing the position of the surface for the given u and v.
The function is written in ISL, and the surface is triangulated at scene load time.
I'm not sure how useful it will be for everyone, but it's certainly fun for me

It can be pretty tricky to get correct shapes.
The shell render uses a parametric surface for the geometry, and an ISL shader for the albedo. So it's basically pure shaders!
Re: Parametric surfaces + shells
Posted: Thu Apr 12, 2012 7:01 pm
by rgigante
Great add Nick!
Re: Parametric surfaces + shells
Posted: Thu Apr 12, 2012 10:29 pm
by lycium
Really like the shells, very well detailed

Re: Parametric surfaces + shells
Posted: Fri Apr 13, 2012 2:09 am
by CTZn
This is great, I am hoping to see the technique grow into a more practical tool !
How far does this bring Indigo from reading nurbs formats ?
Any chance to make the surfaces of the same substance than sphere primitives ? What is the type of surface of sphere primitives btw ?
I guess the mesh density can be controlled parametrically. Though, are view dependent subdivisions to be a feature again ?
Re: Parametric surfaces + shells
Posted: Sat Apr 14, 2012 11:09 am
by Whaat
Hi Ono,
I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration...

)
Re: Parametric surfaces + shells
Posted: Sat Apr 14, 2012 12:46 pm
by ENSLAVER
Whaat wrote:Hi Ono,
I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration...

)
Ha, that's a great idea. The first thing I thought of was crazy 3D fractals.
Re: Parametric surfaces + shells
Posted: Sat Apr 14, 2012 12:58 pm
by lycium
ENSLAVER wrote:Whaat wrote:Hi Ono,
I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration...

)
Ha, that's a great idea. The first thing I thought of was crazy 3D fractals.
I'll be working on that this weekend

Re: Parametric surfaces + shells
Posted: Sun Apr 15, 2012 12:09 am
by OnoSendai
Whaat wrote:Hi Ono,
I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration...

)
Hi Whaat,
A single parametric surface by itself is, I think, only suitable for e.g. a single blade of grass, or a single strand of carpet thread.
However, parametric surfaces combined with a scatter tool should handle this very nicely. I plan to add a scatter shader into Indigo, which would basically scatter instances over the surface of some target object.
Expect to see some results this weekend!
Re: Parametric surfaces + shells
Posted: Sun Apr 15, 2012 12:20 am
by Zom-B
OnoSendai wrote:I plan to add a scatter shader into Indigo, which would basically scatter instances over the surface of some target object.
If Parameters like density, scale etc. could be controlled via texture mask, then you end up with a quite flexible and for artists easy to handle system

Re: Parametric surfaces + shells
Posted: Sun Apr 15, 2012 12:46 am
by CTZn
and a seed in order not to have jitter during animations...
Re: Parametric surfaces + shells
Posted: Sun Apr 15, 2012 1:25 am
by StompinTom
OnoSendai wrote:Whaat wrote:Hi Ono,
I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration...

)
Hi Whaat,
A single parametric surface by itself is, I think, only suitable for e.g. a single blade of grass, or a single strand of carpet thread.
However, parametric surfaces combined with a scatter tool should handle this very nicely. I plan to add a scatter shader into Indigo, which would basically scatter instances over the surface of some target object.
Expect to see some results this weekend!
Really excited to see what you come up with.
On a somewhat related note, if the .igmesh file format supported shape keys it could allow randomization of that object's form driven by an Indigo shader, perhaps. I'm just thinking of scattering and how to nicely randomize a scattered mesh object while keeping the model size down. In effect, it would be like driving the shape key parameter with a shader and texture maps, so similar to what you're saying about driving geometry parameters with shaders.
Very cool new side of Indigo.
Re: Parametric surfaces + shells
Posted: Sun Apr 15, 2012 1:27 am
by StompinTom
But, more simply, it would be amazing for things like fur and hair. And probably quite light in terms of memory as well, no?
Excited to see some fur / fuzz examples! Fluffy towels galore

Re: Parametric surfaces + shells
Posted: Sun Apr 15, 2012 11:49 am
by OnoSendai
Teapots everywhere

Re: Parametric surfaces + shells
Posted: Sun Apr 15, 2012 11:52 am
by OnoSendai
Re: Parametric surfaces + shells
Posted: Sun Apr 15, 2012 12:07 pm
by OnoSendai
Taking it to the limit...
500K teapots
