Introducing parametric ISL shaders

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CTZn
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Introducing parametric ISL shaders

Post by CTZn » Fri Dec 30, 2011 7:08 am

Ever wondered what ISL was ? Got the idea but can't get the how ?

Here: Glare Tech heads have made possible to shaders writers to build a simple UI for every Indigo user.

As a result you can now interact with the ISL shader in predefined ways, using common controls.

You will find the milled_aluminium in the database ready for your practical session. edit: Clik the rightmost control of the bump parameter to show the shader UI.

Have fun !

NB: as of Indigo 3.2.5, editing the material will reset its nk reflectivity to full throttle.
Attachments
milled_aluminium_radialCompo.jpg
Four variations on the original proposition (bottom left - magnification x2).
milled_aluminium_UI.jpg
Don't bother with the code, get a grasp instead !
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Voytech
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Re: Introducing parametric ISL shaders

Post by Voytech » Fri Dec 30, 2011 7:16 am

THANK YOU! You read my mind! I took a stab at ISL and gave up quickly. No coding skills here haha. Thank you oh so much!

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ENSLAVER
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Re: Introducing parametric ISL shaders

Post by ENSLAVER » Fri Dec 30, 2011 8:37 am

Awesome :D

haluperido
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Re: Introducing parametric ISL shaders

Post by haluperido » Sat Dec 31, 2011 2:46 am

Wow! Thanks, so cool!

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CTZn
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Re: Introducing parametric ISL shaders

Post by CTZn » Sat Dec 31, 2011 7:01 am

Thank you for your enthusiasm, thanks Glare for the tool !

I was to update the shader with an hammering effect but the two together don't cope with bump mapping, that's going to be a different material.
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CTZn
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Re: Introducing parametric ISL shaders

Post by CTZn » Sat Dec 31, 2011 8:01 pm

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StompinTom
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Re: Introducing parametric ISL shaders

Post by StompinTom » Sun Jan 01, 2012 1:21 am

Very cool! Awesome work!

Next step would be to expose these shaders in host applications? :D I hope Blender gets custom nodes soon...

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CTZn
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Re: Introducing parametric ISL shaders

Post by CTZn » Sun Jan 01, 2012 3:42 am

Thanks Tom !

Yes importing these parameters in the host application is an option wich makes sense with integrated rendering solutions. Perhaps Cindigo does such a thing already ?
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Headroom
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Re: Introducing parametric ISL shaders

Post by Headroom » Sun Jan 01, 2012 8:01 am

Absolutely freaking (to not use another f-word) awesome !

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dcm
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Re: Introducing parametric ISL shaders

Post by dcm » Tue Jan 03, 2012 6:27 am

anistropy possible ? :shock:

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Headroom
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Re: Introducing parametric ISL shaders

Post by Headroom » Tue Jan 03, 2012 7:45 am

I did not quite ask for it. But, YES, that would be awesome!

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CTZn
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Re: Introducing parametric ISL shaders

Post by CTZn » Tue Jan 03, 2012 8:21 am

Anisotropy is a bump effect indeed, but that's nothing new in the other hand ! See this material from Schosch:

Image
http://www.indigorenderer.com/materials/materials/73

Didn't you know dcm ? Here's where it started all ;) A user reported that this material was broken and it still is, I then did a mere copy in a hurry then considered a procedural approach.

The notice is recent therefore, I should have told you by another mean, apologies. Would you happen to have the source file still ?

We can look into having per cell pseudo-random rotation for the anisotropy direction added to a global rotation, plus the usual UV scaling tools. In fact I've mostly been exploring Indigo's voronoi function in these last materials. Now to 2x2 matrices I guess.

Let me know your preferences, not that I can everything but I like the challenge.
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CTZn
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Re: Introducing parametric ISL shaders

Post by CTZn » Sun Jan 08, 2012 4:26 am

dcm wrote:anistropy possible ? :shock:
I have thought about your question again, I figured that you were perhaps under the impression that anisotropy was not possible in Indigo because of the ray nudge feature.

Well, this limit would be a problem with displacement but bump mapping is somewhat special in this regard. Here's how I understood the issue (for opaque materials):
  • - Bump mapping is considered only when a ray has hit a geometric surface
    - If that surface is bumped the shading slope is then computed
    - Based on that slope, if the outgoing ray direction is negative to the geometric normal the ray would die (black shading spot).
    - Otherwise, it would be reflected, but since that would forcibly be away from the geometric surface (or it dies) there would be no further interaction with the bumped surface at the features scale. The ray origin nudge distance does then not apply.
Bump mapping is in no ways altering the geometric shape, only the shading surface orientation. It can not intercept a ray that does not hit the geometric surface in the first place, regardless of the bump features.

Hoping that I am making sense as I had troubles finding the right ways of saying :)
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OnoSendai
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Re: Introducing parametric ISL shaders

Post by OnoSendai » Thu Jan 12, 2012 1:09 pm

Great work CTZn,
thanks for pushing and making use of this feature.

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Headroom
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Re: Introducing parametric ISL shaders

Post by Headroom » Thu Jan 12, 2012 1:55 pm

+1

This is awesome stuff!
I've tried the "anisotropy"-texture above or from the matdb before but the problem in case of my model is that I still have to UV unwrap it. It's a very triangulated mesh from a CAD application and unfortunately getting a clean undistorted UV map seems to be very difficult at best.
I'd love to have a 3D texture, comparable for example to Blender internal procedural texture. That would eliminate the need having to UV map everything.

No free lunch so far :lol: :lol: :lol:

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