WIPs: CTZn

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CTZn
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Re: WIPs: CTZn

Post by CTZn » Wed Nov 20, 2013 4:43 pm

Meanwhile... Not sure what I was after when I started the session but I came to this...
boulder (2).jpg
Essentially four octaves of 3d voronoï. Ono *blink blink blink *

I'm sharing the IGM to keep up with the good spirit :) It's a working copy, pretty slow code.
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boulder (2).igm
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bubs
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Re: WIPs: CTZn

Post by bubs » Wed Nov 20, 2013 10:51 pm

I really like this CTZn! I took the liberty (hope you don't mind) of blending this with a little bit of moss to try on an outdoor scene, and I think it looks pretty great.

I adjusted the colour perameters slightly to make them a bit closer, as I thought the contast between them was a bit strong.

Keep up the great work!
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Test.jpg
Last edited by bubs on Fri Nov 29, 2013 9:55 pm, edited 1 time in total.

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CTZn
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Re: WIPs: CTZn

Post by CTZn » Thu Nov 21, 2013 12:10 am

I'm glad that the material was used right away, don't kid me bubs ! The bump mapping is as strong as the displacement value, that's too much by definition. The bump shader requires a terminal multiplier of 0.1 to 0.5 max.

Nice blending !
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Re: WIPs: CTZn

Post by OnoSendai » Thu Nov 21, 2013 12:15 am

Cool material CTZn, please add to MatDB!

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Re: WIPs: CTZn

Post by pixie » Thu Nov 21, 2013 1:00 am

Rock 'n Roll baby, all the way! :twisted:

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CTZn
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Re: WIPs: CTZn

Post by CTZn » Thu Nov 21, 2013 4:59 am

Okay wow cool. Thanks !

I'll try to fiddle more with it AND post a final soon. Push me anytime for the cause !

Please note that the shared parameters must be edited in the displacement editor for changes to take effect (clip does nill).
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Re: WIPs: CTZn

Post by Headroom » Thu Nov 21, 2013 10:52 am

Those Boulders Rock ;-)
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Mon Nov 25, 2013 11:26 pm

Almost there x_x got rid of the sticky, dull looking thing finally !

Main proc:

Code: Select all

def distance(vec3 ps, real scl, int oct) real:
let
	octave = toFloat(oct + 1)
	pw = pow(2, octave) / 2.0
	pos = ps * (scl * pw * paramOctavesRatio())
	Vo = voronoi3d(pos, paramDisorder())
in
	dist(pos, Vo) / pw
wich allows to sum outputs like so

Code: Select all

			  distance(pos, scale, 0)
			+ distance(pos, scale, 1)
			+ distance(pos, scale, 2)
			+ distance(pos, scale, 3)
			+ ...
That's of no use for you at this point but that's my victory shout after too many hours of struggle. Fifteen estimated.
Because I kept missing the '/ 2.0' thingy (and a methodology/discipline for analysis) :evil:

Pwnd ! Upload within 36h.
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Wed Nov 27, 2013 5:32 am

Well not there yet :P

Surface details are done (will lower top noise a bit in bump mapping), but the albedo shader sucks big time, I'll redo something different and I know what.

edit: By the way, please do feature your tweaks, variants, colour schemes and blends anytime. bubs' take is pretty successful imo.
Attachments
boulder (2.8 sharing code).jpg
boulder (2.7 final tweaks).igm
(4.81 KiB) Downloaded 518 times
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Wed Nov 27, 2013 6:32 pm

Screw the boring albedo shaders ! It way more fun to operate per RGB component indeed. So, this is about shapes more than colour schemes really since I'm supposed to lay a rock down ouch :lol: !
Attachments
lol albedo 2.jpg
funny
lol albedo 1.jpg
I like this one more
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galinette
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Re: WIPs: CTZn

Post by galinette » Wed Nov 27, 2013 7:32 pm

Damn, an indigo-shaped asteroid
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Wed Nov 27, 2013 8:23 pm

mhwhat ;)
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asteroid (to material preview scale).jpg
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Fri Nov 29, 2013 2:22 pm

The sturdy rock.

Image

bubs you've got the green light if you want to tweak it into a blend and upload. You name it :)

edit:
It may be necessary to use the displacement editor in order to have the feature updated.
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bubs
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Re: WIPs: CTZn

Post by bubs » Fri Nov 29, 2013 9:38 pm

No pressure then! :wink:

Great work by the way! My Archviz appreciation is heading your way! :D

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CTZn
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Re: WIPs: CTZn

Post by CTZn » Tue Dec 03, 2013 7:09 pm

What I'm trying here is to have some control over the clouds side shape but am failing atm for some reason... I'm multiplying the signal over the clouds range by the positive lobe of a sinus but it doesn't show up, so I'm not able to map details over that range yet.
Attachments
clouds over sphere off-scale test.ma.zip
Maya scene (.ma)
It's actually a box variation of the shader (height based shader).
(14.63 KiB) Downloaded 603 times
clouds over sphere off-scale test_straight shape.jpg
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