A white bumpy plasticy material

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CTZn
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Re: A white bumpy plasticy material

Post by CTZn » Tue Sep 01, 2009 11:12 pm

The good thing is that ISL noise functions would allow UVs to be pretty loose, unlike when using bitmap textures
Oh, I said that because I was convinced that noise functions were sampled in world space.

Also it seemed to me I witnessed an Indigo spherical projection in some test scene.
benn wrote:it'd make kind of a feedback having a shader for height, which you then displace, which has changed because you displaced it.
I'd like to understand the sentence better, can someone explain it to me ? Ben, if you are referring to the fact that the model inflates with displacement, this can be compensated with the c texture parameter. But I didn't get you right I think :)
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PureSpider
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Re: A white bumpy plasticy material

Post by PureSpider » Tue Sep 01, 2009 11:15 pm

He said: "If you change the models mesh with an ISL displacement shader, the mesh of course changes, that changes the world space coordinates, that again changes the ISL generated noise, which again changes the mesh..." and so on... understood? :D

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CTZn
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Re: A white bumpy plasticy material

Post by CTZn » Tue Sep 01, 2009 11:57 pm

oh ok, thanks PureSpider... but I don't quite understand the how. Whaat used ISL displacement for his sea shot, and it seemed under control...

:?:

Gimme more, please :lol:
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fused
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Re: A white bumpy plasticy material

Post by fused » Wed Sep 02, 2009 12:18 am

CTZn wrote:oh ok, thanks PureSpider... but I don't quite understand the how. Whaat used ISL displacement for his sea shot, and it seemed under control...
probably because he used UV space noise

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Pibuz
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Re: A white bumpy plasticy material

Post by Pibuz » Wed Sep 02, 2009 12:20 am

CTZn wrote:oh ok, thanks PureSpider... but I don't quite understand the how. Whaat used ISL displacement for his sea shot, and it seemed under control...

:?:

Gimme more, please :lol:
+1

I'm a real idiot about shaders and ISLs.

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Jambert
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Re: A white bumpy plasticy material

Post by Jambert » Wed Sep 02, 2009 1:02 am

fused wrote:
Jambert wrote:Realy good work, I absolutly need to understand shaders, sounds very difficult to me :roll:
thanks. its really just a c4d prcedural noise shader baked to a texture 8)
no ISL magick :)
Result are great, will try it in blender, thx

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Re: A white bumpy plasticy material

Post by fused » Wed Sep 02, 2009 1:08 am

heres one with 20% SSS

gives an ugly black spot on the roof
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CTZn
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Re: A white bumpy plasticy material

Post by CTZn » Wed Sep 02, 2009 1:27 am

fused wrote:
CTZn wrote:oh ok, thanks PureSpider... but I don't quite understand the how. Whaat used ISL displacement for his sea shot, and it seemed under control...
probably because he used UV space noise
Do'h, thanks :)
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Godzilla
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Re: A white bumpy plasticy material

Post by Godzilla » Wed Sep 02, 2009 1:31 am

fused wrote:heres one with 20% SSS

gives an ugly black spot on the roof
It just seems to have darkened part of the car, not really noticable difference, I wouldn't bother with SSS. 8)
samlavoie.xyz

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benn
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Re: A white bumpy plasticy material

Post by benn » Wed Sep 02, 2009 9:12 am

Thank you yves for the replies - the Shapeways guys are really impressed and passing your images around in their company to decide what to do next :)

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Re: A white bumpy plasticy material

Post by fused » Wed Sep 02, 2009 9:36 am

:D

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Re: A white bumpy plasticy material

Post by PureSpider » Wed Sep 02, 2009 10:31 am

fused wrote:probably because he used UV space noise
Yes. The UVs coords don't change when you displace a mesh, the world coords do.
Cut a hole inside an orange... It still is at the same position the crust (?) was before, thats the UV coord.
However, the surface is now deeper (inside the orange), thats the world coord.

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