Voronoi ISL Shader
- pixie
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Re: Voronoi ISL Shader
It won't be long until FDA consider galinette to be an illegal drug!Zom-B wrote:Its simply a pleasure to visit this thread, every time
Re: Voronoi ISL Shader
That stained glass is impressive
Re: Voronoi ISL Shader
Now in the database! Vote Galinette for President!
Etienne
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
So beautiful and real materials.
The stone material is just super good.
The stone material is just super good.
Re: Voronoi ISL Shader
Little trial with a stained glass generated from a picture image, lighting a room.
There is a UV mapping issue : the UV mapping from both sides are not the same, generating two superimposed stained glass cell patterns
There is a UV mapping issue : the UV mapping from both sides are not the same, generating two superimposed stained glass cell patterns
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
- Polinalkrimizei
- Posts: 647
- Joined: Sat May 02, 2009 6:59 am
Re: Voronoi ISL Shader
Someone give this guy a developers' batch please!
Most impressive work. It is the perfect combination of creativity and extraordinary skill. Truly inspiring!
And thanks for sharing galinette, giving most of your materials a try is one of my priorities, just for the fun of it!
Most impressive work. It is the perfect combination of creativity and extraordinary skill. Truly inspiring!
And thanks for sharing galinette, giving most of your materials a try is one of my priorities, just for the fun of it!
Re: Voronoi ISL Shader
Hell knows how yo managed to get the color controled by a imput image. Such a ISL technique could be used for a lot of ISL shaders!
regarding the metal between the glass cells: shouldn't this metal strings go through the mesh? Atm it looks like this metal strings would only be on the surfaces of the mesh (enhanced through the UVM problem).
Couldn't this be done by displacement? Am I right here anyway ^^ ?
regarding the metal between the glass cells: shouldn't this metal strings go through the mesh? Atm it looks like this metal strings would only be on the surfaces of the mesh (enhanced through the UVM problem).
Couldn't this be done by displacement? Am I right here anyway ^^ ?
polygonmanufaktur.de
Re: Voronoi ISL Shader
Ideally, the metal would go through the mesh. But it's currently not possible without duplicating the mesh before displacement, and that would mean a material system much more complicated than Indigo allows.
I would prefer making this stained glass from a "thin glass" material (single face object), as discussed in another topic
Etienne
I would prefer making this stained glass from a "thin glass" material (single face object), as discussed in another topic
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
Hi
Let's say i want to emphasize something or someone on stained glass.
Can it be done with extra silhouette image so the metal framing parts of silhouette contour or in the range of the whole silhouette, will fallow silhouette contour or in the between of greatly different color areas,
and therefor the metal framing parts length will be different deppending on the complexity of current area.
Let's say i want to emphasize something or someone on stained glass.
Can it be done with extra silhouette image so the metal framing parts of silhouette contour or in the range of the whole silhouette, will fallow silhouette contour or in the between of greatly different color areas,
and therefor the metal framing parts length will be different deppending on the complexity of current area.
Re: Voronoi ISL Shader
Stunning stuff, thanks a lot for sharing Etienne. ;o))
take care
Oleg
take care
Oleg
"The sleeper must awaken"
Re: Voronoi ISL Shader
hey galinette,
Is there any chance you would share your procedural stone wall? (even if it was never finished) I think it would work great to create a procedural asphalt texture which I am desperate need of.
Thanks!
Is there any chance you would share your procedural stone wall? (even if it was never finished) I think it would work great to create a procedural asphalt texture which I am desperate need of.
Thanks!
Re: Voronoi ISL Shader
Hi
In MDB stained glass material, how does the color value get chosed from 256x256 pix image, is it random?
I made some color images:
How can i increase or lower transmittance layer opacity?
I can make nice small tiles for large areas, but for very small areas 0,2-0,5m i can't get 100 x 100 tiles (more) or so, it resets uv layout scale from some point if i scale my uv layout too large. So i guess i dont need to scale UV layout but edit some code.
In MDB stained glass material, how does the color value get chosed from 256x256 pix image, is it random?
I made some color images:
How can i increase or lower transmittance layer opacity?
I can make nice small tiles for large areas, but for very small areas 0,2-0,5m i can't get 100 x 100 tiles (more) or so, it resets uv layout scale from some point if i scale my uv layout too large. So i guess i dont need to scale UV layout but edit some code.
Re: Voronoi ISL Shader
Hi,
These are nice color sets!
Yes, position is chosen randomly in the color set image. But the color position is unique (discrete) for each tile.
Transmittance is defined by the "absorption layer transmittance color" parameter of the specular material. So you just need to darken or lighten your color set image to modulate the transmittance. You could also add some grey volume absorbance in the material, but I'm not sure of the results.
I wanted to use real volume absorbance for tinting the glass, but as far as I know, it's not possible yet to use shaders for the volumic absorbance. It would also be tricky, as I suppose that absorbance shader will use "pos" and no UV coordinates, whereas bump uses only UV and no "pos".
Regarding your tiling issue, I'm not aware of this but I never tried. Could you post some images of the problem?
Regards,
Etienne
These are nice color sets!
Yes, position is chosen randomly in the color set image. But the color position is unique (discrete) for each tile.
Transmittance is defined by the "absorption layer transmittance color" parameter of the specular material. So you just need to darken or lighten your color set image to modulate the transmittance. You could also add some grey volume absorbance in the material, but I'm not sure of the results.
I wanted to use real volume absorbance for tinting the glass, but as far as I know, it's not possible yet to use shaders for the volumic absorbance. It would also be tricky, as I suppose that absorbance shader will use "pos" and no UV coordinates, whereas bump uses only UV and no "pos".
Regarding your tiling issue, I'm not aware of this but I never tried. Could you post some images of the problem?
Regards,
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
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