ISL XPeriments
- juan_irender
- Posts: 251
- Joined: Tue Jun 23, 2009 12:37 pm
- Location: Spain
- 3D Software: Cinema 4D
Re: ISL XPeriments
Very interesting work, CTZn!
I´ll take a closer look.
Thanks.
I´ll take a closer look.
Thanks.
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Re: ISL XPeriments
That is a pretty good wood CTZn.
Could you 'param it up' and put it on the mat DB?
I'll try and fix the bump mapping and posOS() etc.. problem soon.
Could you 'param it up' and put it on the mat DB?
I'll try and fix the bump mapping and posOS() etc.. problem soon.
- juan_irender
- Posts: 251
- Joined: Tue Jun 23, 2009 12:37 pm
- Location: Spain
- 3D Software: Cinema 4D
Re: ISL XPeriments
Thanks, Ono!OnoSendai wrote: I'll try and fix the bump mapping and posOS() etc.. problem soon.
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Re: ISL XPeriments
Sure Ono, it's up by tomorrow. I'm expecting a significant performance increase by using shared data and this, despite having introduced exponent.OnoSendai wrote:That is a pretty good wood CTZn.
Could you 'param it up' and put it on the mat DB?
I'll try and fix the bump mapping and posOS() etc.. problem soon.
Thank you.
obsolete asset
Re: ISL XPeriments
The next improvement toward such shaders is the recomposition of a custon vec2() based on tex() instead of the later in order to introduce stretching.juan_irender wrote:Very interesting work, CTZn!
I´ll take a closer look.
Thanks.
Then, the resulting fract'ed gradient itself is mapping a secondary gradient (subveins).
It's nearly impossible for me to declare a material finished, there's always some better way to do it
obsolete asset
Re: ISL XPeriments
I'd rather note it down before it fall into oblivion: Etienne's scratched metal's bump features could be mapped before rotation and scaled up to figure a rough artisanal finish (cisels).
obsolete asset
Re: ISL XPeriments
Bump mapping working with posOS():
bump shader is
bump shader is
Code: Select all
def eval() real :
let
p = posOS()
in
fbm(p * 10.0, 5) * 0.01
Re: ISL XPeriments
Awesome! Displacement as well?
Re: ISL XPeriments
That's just bump.fused wrote:Awesome! Displacement as well?
Re: ISL XPeriments
Does posOS() also work for displacement now?OnoSendai wrote:That's just bump.fused wrote:Awesome! Displacement as well?
Re: ISL XPeriments
tinfoil, also done with posOS based bump:
Code: Select all
def eval() real :
let
p = posOS()
in
fbm(1, p * 100.0, 1.2, 2.0, 6) * 0.002
Re: ISL XPeriments
Sure does, since a little while.fused wrote:Does posOS() also work for displacement now?OnoSendai wrote:That's just bump.fused wrote:Awesome! Displacement as well?
Re: ISL XPeriments
Oh cool, looks like I missed thatOnoSendai wrote:Sure does, since a little while.
Re: ISL XPeriments
it's working, but not 100% operational yet since it is returning different coordinates when it is used in a displacement shader.fused wrote:Oh cool, looks like I missed thatOnoSendai wrote:Sure does, since a little while.
Or perhaps is the issue different, Ono ? Secifically, the result will be different wether the displacement is performed before or after other parameters evaluations; could this be an option if so (switch displacement before/after) ?
Great news about posOS() in bump shaders, thanks !
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- juan_irender
- Posts: 251
- Joined: Tue Jun 23, 2009 12:37 pm
- Location: Spain
- 3D Software: Cinema 4D
Re: ISL XPeriments
Pretty good news!OnoSendai wrote:Bump mapping working with posOS():
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