ISL questions...

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OnoSendai
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Re: ISL questions...

Post by OnoSendai » Tue Dec 08, 2015 7:57 am

Do you have a UV mapping on your object?

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zeitmeister
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Re: ISL questions...

Post by zeitmeister » Tue Dec 08, 2015 8:29 am

Unfortunately no! We often get highres polygon data, and unwrapping these (6-8 million polygons) is a real pain in the arse. And imho not needed for 2-3 procedural noises which come to action in a car.
You need non-UV-3d-noises in plastic, leather and carpaint parts. Things like fabric seats, brake disks, tires and reflectors could easily be unwrapped...


Cheers, zeiti
Cheers, David



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OnoSendai
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Re: ISL questions...

Post by OnoSendai » Tue Dec 08, 2015 8:40 am

Ok, makes sense.

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zeitmeister
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Re: ISL questions...

Post by zeitmeister » Tue Dec 08, 2015 11:16 pm

Thank you Ono!
I really want to understand ISL, but I don't get it where you need posOS, vec3, and when and why.


Cheers, zeiti
Cheers, David



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Re: ISL questions...

Post by Zom-B » Wed Dec 09, 2015 12:34 am

zeitmeister wrote:Unfortunately no! We often get highres polygon data, and unwrapping these (6-8 million polygons) is a real pain in the arse. And imho not needed for 2-3 procedural noises which come to action in a car.
You need non-UV-3d-noises in plastic, leather and carpaint parts. Things like fabric seats, brake disks, tires and reflectors could easily be unwrapped...
+1
polygonmanufaktur.de

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Oscar J
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Re: ISL questions...

Post by Oscar J » Wed Dec 09, 2015 1:52 am

I agree - would be great with a car paint with a scale that's not dependent of UV-mapping but rather the objects dimensions. Also voroni based flakes - so that they actually have a well defined (and changeable) size and shape instead of just being bright spots - would be even better than what we have today.

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zeitmeister
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Re: ISL questions...

Post by zeitmeister » Thu Dec 10, 2015 3:12 am

... BTW:
This material doesn't work. :(
http://www.indigorenderer.com/forum/vie ... 88#p101388
Cheers, David



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Re: ISL questions...

Post by OnoSendai » Thu Dec 10, 2015 3:15 am

zeitmeister wrote:... BTW:
This material doesn't work. :(
http://www.indigorenderer.com/forum/vie ... 88#p101388
Try renaming voronoi() function in the shader to something else.

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zeitmeister
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Re: ISL questions...

Post by zeitmeister » Thu Dec 10, 2015 6:38 am

Works! Thank you!
How can I access the color? It's not that simple, I suppose...?


Cheers, zeiti
Cheers, David



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Re: ISL questions...

Post by OnoSendai » Thu Dec 10, 2015 7:36 am

which colour?

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zeitmeister
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Re: ISL questions...

Post by zeitmeister » Thu Dec 10, 2015 8:04 am

The blue-pink of that material...


Cheers, zeiti
Cheers, David



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Pibuz
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Re: ISL questions...

Post by Pibuz » Fri Dec 11, 2015 9:45 pm

Will these options ever be integrated in a more user-friendly appeal?
It's good to know they exist, but adding them inside the plugins would be a huge step ahead!

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Oscar J
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Re: ISL questions...

Post by Oscar J » Fri Dec 11, 2015 9:58 pm

Yeah, I'll definitely fight for making these kind of ISL mats UI based. See the posts here:

http://www.indigorenderer.com/forum/vie ... &start=600

"Oh this is sooo nice... I definately want this material as a complete Indigo- / cindigo material for easy editing and use; encapsuled in a way. Base color, flake color, flake intensity, flake size, coating parameters, bump parameters.
And finished.
Awesome work, Oscar!"

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zeitmeister
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Re: ISL questions...

Post by zeitmeister » Fri Dec 11, 2015 9:59 pm

Oh yeah. I think it's not that easy. But implementing all noise functions and types in 3D in all channels would be a giant leap.
Full interface access in the plugins would be another. With optional sliders, input fields and color fields.


Cheers, zeiti
Cheers, David



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