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A straight border between cells you mean ? Look, this base shader is already a great thing. Then, shifting the UVs with another noise func plus a simple condition with the displaced distance as input would be enough in most cases. With a fbm at a matching frequency, one can trick tiles into variated shades (works better with large gaps though)... but, bring us all the candy you want with :)

Image
source: http://www.google.com/imgres?imgurl=htt ... CDoQ9QEwBw

Looking at those fruits, I'm noticing that the point value is dependent on the e:smallest cell dimension... hihi.

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Last edited by CTZn on Fri Oct 08, 2010 4:20 pm, edited 1 time in total.

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Indigo 100
This is great. Galvanized metal would be a good application.


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i try voronoi on my bathroom glass door, i fail:
Code:
<?xml version="1.0" encoding="utf-8"?>
<scenedata>
   <medium>
      <name>v1_medium</name>
      <precedence>2</precedence>
      <basic>
         <ior>1.5</ior>
         <cauchy_b_coeff>0</cauchy_b_coeff>
         <absorption_coefficient_spectrum>
            <rgb>
               <rgb>
                  41.6496 41.6496 10.1429
               </rgb>
               <gamma>1</gamma>
            </rgb>
         </absorption_coefficient_spectrum>
      </basic>
   </medium>
   <material>
      <name>v1</name>
      <specular>
         <internal_medium_name>v1_medium</internal_medium_name>
         <transparent>true</transparent>
         <absorption_layer_transmittance>
            <shader>
               <shader><![CDATA[def mypos() vec2:
   getTexCoords(0)*10.

def tile(vec2 mypos) vec2:
   vec2(
      floor(doti(mypos)),
      floor(dotj(mypos))      )

def node(vec2 tile) vec2:
   tile + vec2 ( noise(tile*1.456169584),  noise(tile*1.65465165) )

def closest(vec2 node_a, vec2 node_b, vec2 xy) vec2:
   vec2(
      if(
         lt(
            length(node_a - xy),
            length(node_b - xy)
         ),
         doti(node_a),
         doti(node_b)
      ),
      if(
         lt(
            length(node_a - xy),
            length(node_b - xy)
         ),
         dotj(node_a),
         dotj(node_b)
      )
   )

      
def voronoi(vec2 curtile, vec2 xy) vec2:
   closest(
   closest(
   closest(
   closest(
   closest(
   closest(
   closest(
   closest( node(curtile), node(curtile + vec2(1.,0.)) , xy )
   ,  node(curtile + vec2(1.,1.)), xy )
   ,  node(curtile + vec2(0.,1.)), xy )
   ,  node(curtile + vec2( -1. ,1.)), xy )
   ,  node(curtile + vec2( -1. ,0.)), xy )
   ,  node(curtile + vec2( -1., -1.)), xy )
   ,  node(curtile + vec2( 0., -1. )), xy )
   ,  node(curtile + vec2( 1., -1. )), xy )


def color(vec2 pt) vec3:
   vec3(fract(doti(pt)), fract(dotj(pt)), 1.)

def eval(vec3 pos) vec3 :
   color(voronoi(tile(mypos()), mypos()))]]></shader>
            </shader>
         </absorption_layer_transmittance>
         <displacement>
            <shader>
               <shader><![CDATA[def eval() real :
   0.00 # Return zero displacement/bump
def mypos() vec2:
   getTexCoords(0)*10.

def tile(vec2 mypos) vec2:
   vec2(
      floor(doti(mypos)),
      floor(dotj(mypos))      )

def node(vec2 tile) vec2:
   tile + vec2 ( noise(tile*1.456169584),  noise(tile*1.65465165) )

def closest(vec2 node_a, vec2 node_b, vec2 xy) vec2:
   vec2(
      if(
         lt(
            length(node_a - xy),
            length(node_b - xy)
         ),
         doti(node_a),
         doti(node_b)
      ),
      if(
         lt(
            length(node_a - xy),
            length(node_b - xy)
         ),
         dotj(node_a),
         dotj(node_b)
      )
   )

      
def voronoi(vec2 curtile, vec2 xy) vec2:
   closest(
   closest(
   closest(
   closest(
   closest(
   closest(
   closest(
   closest( node(curtile), node(curtile + vec2(1.,0.)) , xy )
   ,  node(curtile + vec2(1.,1.)), xy )
   ,  node(curtile + vec2(0.,1.)), xy )
   ,  node(curtile + vec2( -1. ,1.)), xy )
   ,  node(curtile + vec2( -1. ,0.)), xy )
   ,  node(curtile + vec2( -1., -1.)), xy )
   ,  node(curtile + vec2( 0., -1. )), xy )
   ,  node(curtile + vec2( 1., -1. )), xy )


def color(vec2 pt) vec3:
   vec3(fract(doti(pt)), fract(dotj(pt)), 1.)

def eval(vec3 pos) vec3 :
   color(voronoi(tile(mypos()), mypos()))]]></shader>
            </shader>
         </displacement>
         <layer>0</layer>
      </specular>
   </material>

</scenedata>

can you find the problem?
thanks


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I was going to integrate voronoi glazing panels into the design of my latest building facade.. This would perhaps made the visualization process alot easier.

Instead I made 1800 custom panels from Grasshopper in Rhino.

I can see lots of cool things you can do with this in the architecture world :D

my 2c


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Hi triplej28,

I'm working in the glass facade business, and that looks like a nightmare for the glass processor and the facade assembler :D

Here is a small update of my development of the ISL shader.


Attachments:
File comment: Procedural stone wall (in development...). The stone look plastic but I did not focus on the stone material yet, only on the shape generation.
stones.jpg
stones.jpg [ 110.32 KiB | Viewed 1342 times ]

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That's very cool Etienne !

I'm refraining from throwing more random ideas based on your work, go go go go ^^

You were prized already but I must say that your material board is great.

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The letchee is baking....

I'm also working on a stained glass

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galinette wrote:
The letchee is baking....

Aw... now that's seduction :lol:

Nice pick with stained glass !

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That's inspiration and challenge... :wink:


Attachments:
letchee.png
letchee.png [ 368.42 KiB | Viewed 1327 times ]

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galinette wrote:
That's inspiration and challenge... :wink:


Yummy Indigo lychee :)


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http://www.flickr.com/photos/johnwmyoung/2165540311/

Taken from

http://naldzgraphics.net/freebies/50-hi ... resources/

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Just a little update with displacement:


Attachments:
stones.png
stones.png [ 339.66 KiB | Viewed 1280 times ]

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Nicely scaled for rustic water places: public baths, a fountain or something akin, even for some low-grade garden sculptures :)

Comment for my previous post should be: "for inspiration and challenge", I don't want to let you think it was a request or something else. I'm assuming that ISL may not make nested cells levels easy to set on the fly.

You Sir, are inspiring !

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Still under development


Attachments:
stainedglass.png
stainedglass.png [ 375.41 KiB | Viewed 1227 times ]

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Last edited by galinette on Mon Nov 08, 2010 2:57 am, edited 1 time in total.
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Indigo 100
WOW :shock: :shock:
Breathtaking!


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