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Re: Voronoi ISL Shader

Posted: Mon Nov 08, 2010 2:17 am
by Zom-B
Its simply a pleasure to visit this thread, every time :D

Re: Voronoi ISL Shader

Posted: Mon Nov 08, 2010 3:38 am
by pixie
Zom-B wrote:Its simply a pleasure to visit this thread, every time :D
It won't be long until FDA consider galinette to be an illegal drug! :D

Re: Voronoi ISL Shader

Posted: Mon Nov 08, 2010 4:25 am
by Lemo
That stained glass is impressive :shock:

Re: Voronoi ISL Shader

Posted: Mon Nov 08, 2010 9:08 pm
by galinette
Now in the database! Vote Galinette for President!

Etienne

Re: Voronoi ISL Shader

Posted: Mon Nov 08, 2010 10:03 pm
by hcpiter
hehe 100% right ! A lot of good stuff Galinette !

Re: Voronoi ISL Shader

Posted: Tue Nov 09, 2010 12:08 am
by Meelis
So beautiful and real materials.
The stone material is just super good.

Re: Voronoi ISL Shader

Posted: Tue Nov 09, 2010 6:13 am
by galinette
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

Re: Voronoi ISL Shader

Posted: Tue Nov 09, 2010 8:13 am
by Polinalkrimizei
Someone give this guy a developers' batch please! :wink:

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

Posted: Tue Nov 09, 2010 8:28 am
by Zom-B
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 ^^ ?

Re: Voronoi ISL Shader

Posted: Tue Nov 09, 2010 9:46 am
by galinette
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

Re: Voronoi ISL Shader

Posted: Tue Nov 09, 2010 7:39 pm
by Meelis
Hi :D

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

Posted: Thu Nov 11, 2010 1:08 pm
by psor
Stunning stuff, thanks a lot for sharing Etienne. ;o))


take care
Oleg

Re: Voronoi ISL Shader

Posted: Sun Mar 20, 2011 10:09 am
by Whaat
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!

Re: Voronoi ISL Shader

Posted: Tue Mar 29, 2011 2:57 am
by Meelis
Hi :D

In MDB stained glass material, how does the color value get chosed from 256x256 pix image, is it random?
I made some color images:
Image Image

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

Posted: Tue Mar 29, 2011 7:58 pm
by galinette
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