Marble tiles
Re: Marble tiles
At this point Pibuz I am exploring full ranges for parameters, while a specific material would use a narrow range of variance.
A little practice makes you easy with the medium's parameters, they use one float number (by an uniform spectrum). I'm taking the challenge to make convincing materials in time but right now the classification is minerals, calcites possibly
I am preparing the Hard-Core HD version of the shader above, and then I'll go into colour. That's the scary thing.
quick edit: Removed a bad shader below, I threw it in before it was tested
A little practice makes you easy with the medium's parameters, they use one float number (by an uniform spectrum). I'm taking the challenge to make convincing materials in time but right now the classification is minerals, calcites possibly
I am preparing the Hard-Core HD version of the shader above, and then I'll go into colour. That's the scary thing.
quick edit: Removed a bad shader below, I threw it in before it was tested
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Re: Marble tiles
Beta of the tiled 2D procedural marble material.
You will find plenty of controls in the albedo shader editor. I am to add a few more in other shading parameters plus some optimisations/cleaning.
You will find plenty of controls in the albedo shader editor. I am to add a few more in other shading parameters plus some optimisations/cleaning.
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Re: Marble tiles
That looks damn good! I need to get a leg up on ISL...CTZn wrote:Beta of the tiled 2D procedural marble material.
You will find plenty of controls in the albedo shader editor. I am to add a few more in other shading parameters plus some optimisations/cleaning.
Soon I'll have to start hiring people to write good shaders
Re: Marble tiles
No problem Tom I can be as many as you want to hire haha ! I am not forgetting that there are better shader writers around here.
By the way I owe the community a tutorial on ISL, though you can already find a couple in the online documentation.
By the way I owe the community a tutorial on ISL, though you can already find a couple in the online documentation.
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- I like to bring control to the user, exploring procedural textures is certainly one of the best aspect of them. More in the final version.
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Re: Marble tiles
..I have to get a little more familiar with ISL too.. DEFINITELY!
Atm, parametric shaders are something obscure to me: I tend to stick to the good ol' textures
BUT: when I see such a wonderful mat, I start exploring new possibilities with my mind, and I realize how far I am from REAL pros.
BTW, community does need good tuts about writing and using ISL, that is very important.
Back to your material, CTZn: is it SSS? Or it can be applied to flat surfaces too? like a wall, I mean..
Atm, parametric shaders are something obscure to me: I tend to stick to the good ol' textures
BUT: when I see such a wonderful mat, I start exploring new possibilities with my mind, and I realize how far I am from REAL pros.
BTW, community does need good tuts about writing and using ISL, that is very important.
Back to your material, CTZn: is it SSS? Or it can be applied to flat surfaces too? like a wall, I mean..
Re: Marble tiles
WTF!!! You beat me.
I wanted to do this one since my trip to Rome last december where I shot lots of marbles... Never had the time though : good job!
I wanted to do this one since my trip to Rome last december where I shot lots of marbles... Never had the time though : good job!
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Marble tiles
Wow, great shader, Adam!
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Re: Marble tiles
That's quite nice, I'd only wish one could see it astexture before it is applied in the scene, so one could see faster the changes and tweak at will.
Re: Marble tiles
Pibuz, it's a Phong material, no sss. That's why I call it fast marble, beside optimizations. Also the shader is defined in 2d, it is the interference of 3 continuous veins wich bring the illusion of depth up.
Etienne, every material from you we don't see to happen is a loss to us ! I would be honored if you were to take this material as definitive, as much as I would regret it. I don't mean to close the topic on marbles; specially about the many colour and cristals one stone can bear; this ramp is boring. In all cases you are welcome to review and enhance my work.
Thanks Yves, finally something I'm good at At this point I'm missing a separator (with label ?) for the params layout to clarify a bit.
Pixie, I'm noting your +1 on the ticket #483:
Etienne, every material from you we don't see to happen is a loss to us ! I would be honored if you were to take this material as definitive, as much as I would regret it. I don't mean to close the topic on marbles; specially about the many colour and cristals one stone can bear; this ramp is boring. In all cases you are welcome to review and enhance my work.
Thanks Yves, finally something I'm good at At this point I'm missing a separator (with label ?) for the params layout to clarify a bit.
Pixie, I'm noting your +1 on the ticket #483:
Now with orthographic cameras it will be easy to build such a test scene. So did I for the first images in this topic (with perspective of course).Virtual plane rendering for materials parameters
Mainly, for ISL development (parameter preview). Just as what standalone texture generators does, this would map the (unit or custom) UV range over the display picture. [...] Suggested UI layout is into a new tab.
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Re: Marble tiles
Empirism won (this time), the shader is back on tracks after a long, brute force struggle. I could clearly imagine what I wanted to do but the path to realisation was epic
This time it is all about the mortar keeping the same shape while the width between tiles is changed. This version of the shader focuses on the mechanics for that aspect, don't mind the rest right now.
This time it is all about the mortar keeping the same shape while the width between tiles is changed. This version of the shader focuses on the mechanics for that aspect, don't mind the rest right now.
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Re: Marble tiles
Based on tiledMarbleV2beta material.
Re: Marble tiles
Here you go with a near final version, let me know what should be added or changed.
The current settings might differ from those used in the image. Displacement is on by default.
I would be glad to see some real applications with the shader.
The current settings might differ from those used in the image. Displacement is on by default.
I would be glad to see some real applications with the shader.
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