Page 1 of 6
Voronoi ISL Shader
Posted: Thu Oct 07, 2010 10:15 am
by galinette
Not as difficult as I first thought!
Do you see some applications of it for real world materials? Maybe stone walls or the like.
Next step is to have a thin border between cells
Etienne
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 10:48 am
by galinette
Here are some other example applications of this shader
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 10:54 am
by OnoSendai
That's very cool.
I'm trying to work out how your code works
One tip: you can use the < operator instead of lt().
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 11:25 am
by Zom-B
great work galinette!!!
This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 11:52 am
by OnoSendai
Zom-B wrote:great work galinette!!!
This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
Hmm, what would the shader return? Index of cell?
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 12:56 pm
by Zom-B
OnoSendai wrote:Hmm, what would the shader return? Index of cell?
Noise shaders are barley used pure as they are in material creation. Having a simple call via ISL would simplify usage for regular users.
From the control of cell size over to a 0 to 1 scale for "smoothness" off the cell inner to a border scale etc.
From the user point of view I see this integrated into the Exporters just like Yves did with gradient & noise in Cindigo
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 1:52 pm
by CTZn
Perhaps a (edited:) distance between points ? A distribution from ordered to random would be cool (optionally seeded).
For a realistic, parametric reptile skin, both the distances between points and their randomness in distribution should be non-wavelength dependent parameters, that is float or grayscale data driven. Me thinks
I mean, with an actual reptile mesh. Painting the scales size and randomness would be a great option ! Argh, can't help pushing nevermind me
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 7:48 pm
by galinette
Zom-B wrote:This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
Absolutely!! This is a very good primitive for many shaders
OnoSendai wrote:Hmm, what would the shader return? Index of cell?
I could write you some specs!
I see at last two interesting : the center of cell (vec2), the distance to center of cell (real)
The two last images use the latter, I'll upload soon.
Etienne
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 7:50 pm
by galinette
CTZn wrote:Perhaps a (edited:) distance between points ? For a realistic, parametric reptile skin, both the distances between points and their randomness in distribution should be non-wavelength dependent parameters, that is float or grayscale data driven. Me thinks
That's exactly what the shader used in the two last images do (modified since the first one). I'll upload soon as soon as I have more time to work on this...
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 8:17 pm
by OnoSendai
galinette wrote:
I could write you some specs!
Sure, that would be great!
Also If I had more of an idea how the Voronoi cells would be used in shaders, that would help.
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 9:37 pm
by galinette
[/quote]Also If I had more of an idea how the Voronoi cells would be used in shaders, that would help.[/quote]
I will post some material using them soon...
Example picture:
http://www.google.fr/imgres?imgurl=http ... 4Qb1vrnIBg
Etienne
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 9:56 pm
by Zom-B
Re: Voronoi ISL Shader
Posted: Thu Oct 07, 2010 10:33 pm
by galinette
I love the dry mud idea!
Etienne
Re: Voronoi ISL Shader
Posted: Fri Oct 08, 2010 1:21 am
by CTZn
Mostly, it is usefull for rural/natural structures, walls an stone paths. A simple application could be as a blend between a stone and a mortar material:
http://www.tandtmasonry.com/Stone%20Pedestal.JPG
http://www.google.com/imgres?imgurl=htt ... =104&ty=43
Could cells indices play a role in affecting blended shaders like for the above (per cell hsv) ?
Re: Voronoi ISL Shader
Posted: Fri Oct 08, 2010 2:33 am
by galinette
Yes, of course. Thats quite straightforward.
The only thing that is somewhat complicated is to make:
- The border between cells
- The irregularness ( non straight borders )
Etienne