General discussion about Indigo Materials - material requests, material developement, feedback, etc..
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thednx
- Posts: 58
- Joined: Mon Jul 18, 2011 11:38 am
Post
by thednx » Thu Apr 11, 2013 6:28 pm
Hi,
I got a colleague interested in Indigo: he started playing around with the material editor and came up with this material.
Cant wait to see what effects one could create when tweaking it and using it on geometry

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Attachments
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- <?xml version="1.0" encoding="utf-8"?>
<scenedata>
<material>
<name>previewmaterial</name>
<diffuse>
<displacement>
<shader>
<shader><![CDATA[
def eval() real :
noise(getTexCoords(0))*0.05
]]></shader>
</shader>
</displacement>
<albedo>
<shader>
<shader><![CDATA[
def eval(vec3 pos) vec3 :
if( fract(doti(getTexCoords(0))*3.000) <= 0.5000,
if (fract(dotj(getTexCoords(0))*3.000) <= 0.5000, vec3(0.9, 0.0, 0.0), vec3(0.2, 0.4, 0.6) ),
if (fract(dotj(getTexCoords(0))*3.000) >= 0.5000, vec3(0.9, 0.0, 0.0), vec3(0.2, 0.4, 0.6) )
)
]]></shader>
</shader>
</albedo>
<layer>0</layer>
</diffuse>
</material>
</scenedata>
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Zom-B

- Posts: 4701
- Joined: Tue Jul 04, 2006 4:18 pm
- Location: ´'`\_(ò_Ó)_/´'`
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Contact:
Post
by Zom-B » Thu Apr 11, 2013 6:41 pm
That one looks like the Displacement on the small bubbles inside the TestSphere went wild ^^
You can see that bubbles here for example:
Looks like that needs to be fixed...
polygonmanufaktur.de
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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Sun Apr 14, 2013 2:36 am
For ISL I used to use a square with default UVs (1x1) fitting an orthogonal camera.
Make the square width of the camera's aperture and done fitting.
obsolete asset
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