Full-procedural ceramic tiles material
- fenerolina
- Posts: 141
- Joined: Sun Mar 15, 2009 12:27 pm
- Location: Pyrenees
Re: Full-procedural ceramic tiles material
Hey Galinette!
You managed it!
I like your usine a gaz prodution!
You managed it!
I like your usine a gaz prodution!
Re: Full-procedural ceramic tiles material
I'm baking a new run tonight... Hope to get closer from your hexagonal tile picture...
Etienne
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Full-procedural ceramic tiles material
This is customizable, I just need to change one groove width constant for this!Basically the threshold is too low, making too large grooves.
Code: Select all
outer tile -> more wear -> less octaves(/depth) for grooves. You can even add the grooves shader to drive those octaves, deeper -> less wear. e: Uhm, or a copy of the shader, or that wouldn't evaluate I suppose.
I already tried to address this, but not so well yet...There is often dirt accumulating around the grooves borders, below the tile surface.
This was in fact already implemented : for the tile damage , I use a fbm ( uv_coordinates * constant_a + tile_integer_coordinates * constant_b ) so that I do not align the "per tile" features. However, for some reason, it doesn't work sometimes. This may be related to the bug that Ono answered in one of my other posts.You can keep the UV placement for grooves homogeneous over tiles, but play instead with a per-tile grooves threshold (grooves average width). This way the damages would be related from tile to tile without being outrageously aligned.
Would it be possible (rethorically speaking if you allow the redundance) to perturb the tiles parallelism against the mortar plane ? some per-tile oriented lerp over the bump/displacement would be a trivial method I suppose ?
Actually, there is even a more simple way to do this : given I already calculated the tile_integer_coordinates and the local_tile_coordinates ( for square, this is floor and fract, but more complicated for hexa), you just need a bump function like this:
dot ( local_tile_coordinates , vec2 ( noise ( tile_integer_coordinates * constant_a ) , noise ( tile_integer_coordinates * constant_b ) )
The dot product is very convenient to generate linear slopes.
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Full-procedural ceramic tiles material
Here is the last version:
- Attachments
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- Edit : picture updated with less noise
- ceramic-test3b.jpg (116.1 KiB) Viewed 6083 times
Last edited by galinette on Sun Feb 14, 2010 12:16 am, edited 1 time in total.
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Full-procedural ceramic tiles material
To be honest you are loosing me with a three terms dot()... if I'm refering to the old technical manual
Maths make that distance between you and me...
I'm used with graphical systems (Maya nodes). The best I can do atm is to design shaders this way and try to translate them into ISL*.
http://www.indigorenderer.com/forum/vie ... 672#p85672
Oh yeah just seen that above when posting. Too high ior, exponent would greatly benefit from a simple noise map. The shape under control, congratulations !!!
* Wouldn't it be more efficient if you do the translation ? I can describe my shaders if you are interested
Maths make that distance between you and me...
I'm used with graphical systems (Maya nodes). The best I can do atm is to design shaders this way and try to translate them into ISL*.
http://www.indigorenderer.com/forum/vie ... 672#p85672
Oh yeah just seen that above when posting. Too high ior, exponent would greatly benefit from a simple noise map. The shape under control, congratulations !!!
* Wouldn't it be more efficient if you do the translation ? I can describe my shaders if you are interested
Last edited by CTZn on Sat Feb 13, 2010 11:10 pm, edited 1 time in total.
obsolete asset
Re: Full-procedural ceramic tiles material
hi Etienne, is that material fully procedural?!!
Amazing!
Amazing!
Re: Full-procedural ceramic tiles material
I'm actually using a bitmap in it, but that's only a 2D color gradient generated with photoshop, to generate the tile's tint. It's not mapped to UV coordinates. I could have done it procedurally, but it then quite difficult to change the tint just from the numbers. So I use a generated gradient for this.
Then I would say yes, it's 100% procedural.
Material attached
Then I would say yes, it's 100% procedural.
Material attached
- Attachments
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- terracotta-hexagonal-tiles-draft.pigm
- (7.65 KiB) Downloaded 324 times
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Full-procedural ceramic tiles material
That's a 2 terms dot!CTZn wrote:To be honest you are loosing me with a three terms dot()... if I'm refering to the old technical manual
dot ( position , vec2(x,y) )
I'll try that!CTZn wrote:Oh yeah just seen that above when posting. Too high ior, exponent would greatly benefit from a simple noise map. The shape under control, congratulations !!!
I don't understand this, but seems interesting!CTZn wrote:* Wouldn't it be more efficient if you do the translation ? I can describe my shaders if you are interested
By the way, the last version is mush more speed-optimized than before. I use much more subroutines with params, to cope with the lack of variable assignment (params are the only way to store a value and use it multiple times currently). Now, there is much redundancy in calculations. The only remaining redundant calculations are because I'm using the same functions in the several shaders, and the lack of global functions in ISL makes it impossible to improve today.
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Full-procedural ceramic tiles material
Ah, oops. Good start for me...galinette wrote:That's a 2 terms dot!CTZn wrote:To be honest you are loosing me with a three terms dot()... if I'm refering to the old technical manual
dot ( position , vec2(x,y) )
I'll be designing procedural networks in Maya. I'd be glad to describe the connections between Maya nodes if you like the effect in first instance. This is an open proposition, not an assignement. You are making gold from your time and I wouldn't like to waste it.galinette wrote:I don't understand this, but seems interesting!CTZn wrote:* Wouldn't it be more efficient if you do the translation ? I can describe my shaders if you are interested
Cheers
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- fenerolina
- Posts: 141
- Joined: Sun Mar 15, 2009 12:27 pm
- Location: Pyrenees
Re: Full-procedural ceramic tiles material
Cullons Galinette que fort que vàs!!
When I saw the last render test I thought at the first moment I was looking at the real pictures of terracota I posted few days ago. They are very real like, so congratulations again! I would only say if you permit me, that there're too many black little holes on the tiles...
I tested your last material upload but didn't work . In indigo:"Error, Indigo will close: shader runtime error: no texture with index 0." and then Indigo crashes..
Thank you.
When I saw the last render test I thought at the first moment I was looking at the real pictures of terracota I posted few days ago. They are very real like, so congratulations again! I would only say if you permit me, that there're too many black little holes on the tiles...
I tested your last material upload but didn't work . In indigo:"Error, Indigo will close: shader runtime error: no texture with index 0." and then Indigo crashes..
Thank you.
Re: Full-procedural ceramic tiles material
That's strange : the material editor is not including the texture in the pigm, I thought it should?
Here is the last screenshot. I tried to follow CTZn's advices, and added some displacement (previous was 100% bump). The displacement adds a lot of realism I think. However, there are some artifacts due to displacement : some strange triangles, mostly in the right part of the image. Could this be due to the blending of displaced materials??
Etienne
Here is the last screenshot. I tried to follow CTZn's advices, and added some displacement (previous was 100% bump). The displacement adds a lot of realism I think. However, there are some artifacts due to displacement : some strange triangles, mostly in the right part of the image. Could this be due to the blending of displaced materials??
Etienne
- Attachments
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- ceramic-test6.jpg (113.98 KiB) Viewed 7470 times
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Full-procedural ceramic tiles material
Fenerolina (and others trying the previous pigm) : here is the png to include as shader texture 0 of the submaterial "base-terracota".
I still do not understand why the material isn't including the image...
I still do not understand why the material isn't including the image...
- Attachments
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- terracotta-tint.png (8.03 KiB) Viewed 6035 times
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Full-procedural ceramic tiles material
Anybody has an idea where this may come from? It appeared when I enabled displacement instead of bump. It looks like the normal is not properly computed.
That's annoying, since the tiles are looking good now apart from this
That's annoying, since the tiles are looking good now apart from this
- Attachments
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- ceramic-test6-marked.jpg (96.69 KiB) Viewed 5951 times
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Full-procedural ceramic tiles material
yeah I saw that.. it's not a subdivision thing is it?
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