Parametric surfaces + shells

General questions about Indigo, the scene format, rendering etc...
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OnoSendai
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Parametric surfaces + shells

Post by OnoSendai » Thu Apr 12, 2012 11:30 am

I added some experimental parametric surface code to Indigo.
The general idea is to define a surface with a function that goes from a u,v pair, to a 3d vector representing the position of the surface for the given u and v.
The function is written in ISL, and the surface is triangulated at scene load time.

I'm not sure how useful it will be for everyone, but it's certainly fun for me :)
It can be pretty tricky to get correct shapes.

The shell render uses a parametric surface for the geometry, and an ISL shader for the albedo. So it's basically pure shaders!
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shells.jpg
sinc3.png
parametric_surface_test.png

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Re: Parametric surfaces + shells

Post by rgigante » Thu Apr 12, 2012 7:01 pm

Great add Nick!

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Re: Parametric surfaces + shells

Post by lycium » Thu Apr 12, 2012 10:29 pm

Really like the shells, very well detailed :)

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Re: Parametric surfaces + shells

Post by CTZn » Fri Apr 13, 2012 2:09 am

This is great, I am hoping to see the technique grow into a more practical tool !

How far does this bring Indigo from reading nurbs formats ?

Any chance to make the surfaces of the same substance than sphere primitives ? What is the type of surface of sphere primitives btw ?

I guess the mesh density can be controlled parametrically. Though, are view dependent subdivisions to be a feature again ?
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Re: Parametric surfaces + shells

Post by Whaat » Sat Apr 14, 2012 11:09 am

Hi Ono,

I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration... :) )

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Re: Parametric surfaces + shells

Post by ENSLAVER » Sat Apr 14, 2012 12:46 pm

Whaat wrote:Hi Ono,

I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration... :) )
Ha, that's a great idea. The first thing I thought of was crazy 3D fractals.

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Re: Parametric surfaces + shells

Post by lycium » Sat Apr 14, 2012 12:58 pm

ENSLAVER wrote:
Whaat wrote:Hi Ono,

I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration... :) )
Ha, that's a great idea. The first thing I thought of was crazy 3D fractals.
I'll be working on that this weekend :)

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Re: Parametric surfaces + shells

Post by OnoSendai » Sun Apr 15, 2012 12:09 am

Whaat wrote:Hi Ono,

I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration... :) )
Hi Whaat,
A single parametric surface by itself is, I think, only suitable for e.g. a single blade of grass, or a single strand of carpet thread.
However, parametric surfaces combined with a scatter tool should handle this very nicely. I plan to add a scatter shader into Indigo, which would basically scatter instances over the surface of some target object.
Expect to see some results this weekend!

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Re: Parametric surfaces + shells

Post by Zom-B » Sun Apr 15, 2012 12:20 am

OnoSendai wrote:I plan to add a scatter shader into Indigo, which would basically scatter instances over the surface of some target object.
If Parameters like density, scale etc. could be controlled via texture mask, then you end up with a quite flexible and for artists easy to handle system ;)
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Re: Parametric surfaces + shells

Post by CTZn » Sun Apr 15, 2012 12:46 am

and a seed in order not to have jitter during animations...
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Re: Parametric surfaces + shells

Post by StompinTom » Sun Apr 15, 2012 1:25 am

OnoSendai wrote:
Whaat wrote:Hi Ono,

I am wondering if it's possible to write a fur or grass shader? (I'd love to see a demonstration... :) )
Hi Whaat,
A single parametric surface by itself is, I think, only suitable for e.g. a single blade of grass, or a single strand of carpet thread.
However, parametric surfaces combined with a scatter tool should handle this very nicely. I plan to add a scatter shader into Indigo, which would basically scatter instances over the surface of some target object.
Expect to see some results this weekend!
Really excited to see what you come up with.

On a somewhat related note, if the .igmesh file format supported shape keys it could allow randomization of that object's form driven by an Indigo shader, perhaps. I'm just thinking of scattering and how to nicely randomize a scattered mesh object while keeping the model size down. In effect, it would be like driving the shape key parameter with a shader and texture maps, so similar to what you're saying about driving geometry parameters with shaders.

Very cool new side of Indigo.

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Re: Parametric surfaces + shells

Post by StompinTom » Sun Apr 15, 2012 1:27 am

But, more simply, it would be amazing for things like fur and hair. And probably quite light in terms of memory as well, no?

Excited to see some fur / fuzz examples! Fluffy towels galore :)

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Re: Parametric surfaces + shells

Post by OnoSendai » Sun Apr 15, 2012 11:49 am

Teapots everywhere :)
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scatter_test.jpg

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Re: Parametric surfaces + shells

Post by OnoSendai » Sun Apr 15, 2012 11:52 am

:D
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scatter_test2.jpg

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Re: Parametric surfaces + shells

Post by OnoSendai » Sun Apr 15, 2012 12:07 pm

Taking it to the limit...
500K teapots :)
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