ISL XPeriments

Get feedback from others on your works in progress
User avatar
juan_irender
Indigo 100
Posts: 251
Joined: Tue Jun 23, 2009 12:37 pm
Location: Spain
3D Software: Cinema 4D

Re: ISL XPeriments

Post by juan_irender » Fri May 31, 2013 11:02 am

Very interesting work, CTZn!
I´ll take a closer look.

Thanks.
C4D R18 Studio user
Blender user :D

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: ISL XPeriments

Post by OnoSendai » Fri May 31, 2013 11:12 am

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.

User avatar
juan_irender
Indigo 100
Posts: 251
Joined: Tue Jun 23, 2009 12:37 pm
Location: Spain
3D Software: Cinema 4D

Re: ISL XPeriments

Post by juan_irender » Fri May 31, 2013 8:22 pm

OnoSendai wrote: I'll try and fix the bump mapping and posOS() etc.. problem soon.
Thanks, Ono!
C4D R18 Studio user
Blender user :D

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: ISL XPeriments

Post by CTZn » Sat Jun 01, 2013 12:47 am

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.
Sure Ono, it's up by tomorrow. I'm expecting a significant performance increase by using shared data and this, despite having introduced exponent.

Thank you.
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: ISL XPeriments

Post by CTZn » Sat Jun 01, 2013 1:08 am

juan_irender wrote:Very interesting work, CTZn!
I´ll take a closer look.

Thanks.
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.

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 :D
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: ISL XPeriments

Post by CTZn » Sat Jun 01, 2013 1:18 am

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

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: ISL XPeriments

Post by OnoSendai » Sat Jun 01, 2013 4:49 am

Bump mapping working with posOS():
bump shader is

Code: Select all


def eval() real :
  let 
    p = posOS()
  in
    fbm(p * 10.0, 5) * 0.01

Attachments
pos_os_bump_shader_test.jpg

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Re: ISL XPeriments

Post by fused » Sat Jun 01, 2013 4:58 am

Awesome! Displacement as well?

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: ISL XPeriments

Post by OnoSendai » Sat Jun 01, 2013 5:00 am

fused wrote:Awesome! Displacement as well?
That's just bump.

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Re: ISL XPeriments

Post by fused » Sat Jun 01, 2013 5:00 am

OnoSendai wrote:
fused wrote:Awesome! Displacement as well?
That's just bump.
Does posOS() also work for displacement now?

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: ISL XPeriments

Post by OnoSendai » Sat Jun 01, 2013 5:01 am

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
Attachments
tinfoil.jpg

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: ISL XPeriments

Post by OnoSendai » Sat Jun 01, 2013 5:03 am

fused wrote:
OnoSendai wrote:
fused wrote:Awesome! Displacement as well?
That's just bump.
Does posOS() also work for displacement now?
Sure does, since a little while.

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Re: ISL XPeriments

Post by fused » Sat Jun 01, 2013 5:15 am

OnoSendai wrote:Sure does, since a little while.
Oh cool, looks like I missed that :)

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: ISL XPeriments

Post by CTZn » Sat Jun 01, 2013 6:33 am

fused wrote:
OnoSendai wrote:Sure does, since a little while.
Oh cool, looks like I missed that :)
it's working, but not 100% operational yet since it is returning different coordinates when it is used in a displacement shader.

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 !
obsolete asset

User avatar
juan_irender
Indigo 100
Posts: 251
Joined: Tue Jun 23, 2009 12:37 pm
Location: Spain
3D Software: Cinema 4D

Re: ISL XPeriments

Post by juan_irender » Sat Jun 01, 2013 9:43 am

OnoSendai wrote:Bump mapping working with posOS():
Pretty good news!
C4D R18 Studio user
Blender user :D

Post Reply
76 posts

Who is online

Users browsing this forum: No registered users and 96 guests