Voronoi ISL Shader
Re: Voronoi ISL Shader
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
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.
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.
Last edited by CTZn on Fri Oct 08, 2010 4:20 pm, edited 1 time in total.
obsolete asset
Re: Voronoi ISL Shader
This is great. Galvanized metal would be a good application.
Re: Voronoi ISL Shader
i try voronoi on my bathroom glass door, i fail:
can you find the problem?
thanks
Code: Select all
<?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>
thanks
Re: Voronoi ISL Shader
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
my 2c
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
my 2c
Re: Voronoi ISL Shader
Hi triplej28,
I'm working in the glass facade business, and that looks like a nightmare for the glass processor and the facade assembler
Here is a small update of my development of the ISL shader.
I'm working in the glass facade business, and that looks like a nightmare for the glass processor and the facade assembler
Here is a small update of my development of the ISL shader.
- Attachments
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
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.
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.
obsolete asset
Re: Voronoi ISL Shader
The letchee is baking....
I'm also working on a stained glass
I'm also working on a stained glass
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
Aw... now that's seductiongalinette wrote:The letchee is baking....
Nice pick with stained glass !
obsolete asset
Re: Voronoi ISL Shader
That's inspiration and challenge...
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
Yummy Indigo lycheegalinette wrote:That's inspiration and challenge...
Re: Voronoi ISL Shader
Just a little update with displacement:
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
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 !
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 !
obsolete asset
Re: Voronoi ISL Shader
Still under development
Last edited by galinette on Mon Nov 08, 2010 2:57 am, edited 1 time in total.
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
WOW
Breathtaking!
Breathtaking!
Who is online
Users browsing this forum: Ahrefs [Bot] and 33 guests