Get feedback from others on your works in progress
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djegoo

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by djegoo » Sat Oct 17, 2009 11:50 am
oh my goodness this blue/purple texture is soo cool. nice image! modeling natural items seems so paradoxal but that s somthing i find amazing that we are able to reproduce stuff that close to reality!
gonna try to create some texture like yours,evenif it s just for learning it

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dakiru

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by dakiru » Sat Oct 17, 2009 2:08 pm
CTZn wrote:
Great piece of art! Very interesting image

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CTZn
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by CTZn » Sun Oct 18, 2009 6:06 am
Your enthusiasm is delightful djegoo, thank you ! I like to do what you say, my rural youth I guess
Yup, much appreciated dakiru ! I saved an image as soon as the frame buffer could update, render time under 20s
A nice way to quickly create paintings for your Indigo scenery !
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CTZn
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by CTZn » Sun Mar 17, 2013 6:41 am
A quick video test about a particle driven simulation of apple instances. Things are going wrong, Maya is evaluating the obstacle ground plane as a dynamic object during export and the apples enter a freefall motion with it.
But the purpose of the test was to check on the particles behavior and that is ok.
Instances are using per particle radius and rotations, the displacement shader is not using the particle radius at this point so it looks weird on the smaller apples (bigger ones are below).
http://www.worldparallelftp.com/adam/me ... 54.igs.mp4
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Oscar J

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by Oscar J » Thu Jul 25, 2013 2:05 am
That's cool! Could use some more FPS though.

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OnoSendai

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by OnoSendai » Thu Jul 25, 2013 2:17 am
nice one!
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CTZn
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by CTZn » Thu Jul 25, 2013 6:08 pm
I've been tinkering with the scene and material for the matter, nothing to show right now though.
I'll see later why the passive floor object took speed, it might be an export issue desactivating some dynamics because it's running ok in the viewport.
The apple shader is now a full Maya shading network.
I'll see to setup something better.
Thanks.
edit: attached the main material UI in Maya.
ps: the displacement strength has got no slider set, one must edit the last multiplier in the code. I mean to modulate that strength with each particle instance radius (MEL within ISL).
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Attachments
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- material editor in Maya
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- phong2SG.igm
- apple mat (IGM) from Maya
- (3.93 KiB) Downloaded 167 times
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CTZn
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by CTZn » Thu Jul 25, 2013 8:21 pm
params added to shader nodes (hence, non-shared params) are now showing up in the material editor.
Note that shared code and shared textures are to be assigned to a color param of a material.
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- params in material editor
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- shader editor with params
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Zom-B

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by Zom-B » Wed Jul 31, 2013 6:30 pm
looks like a powerful addition to the exporter, well done!
polygonmanufaktur.de
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CTZn
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by CTZn » Thu Aug 01, 2013 12:29 am
Thanks Arthur ! I'm probably the only user of ISL in Maya however
The latest addition is an indigoNoise node wich does FBM/ridged/cell noise, connects to parameters directly. The shader output resulting is grayscale for now (fits
vec3() eventually).
Just for fun

Real ISL nodes, wich interactions would translate into one consistent shader, are more complex than that.
I posted here because I want to find a balance that would allow another Maya developer into the Maya forum...
Did you guys notice that I posted the apple shader a few posts above ? I guessed it drown out among the next posts.
http://www.indigorenderer.com/forum/dow ... p?id=17015 the name iS of a Maya shader but it's a material for Indigo (the output is Maya's if you are curious. e: fixed a couple tabulation glitches since then) !
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CTZn
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by CTZn » Fri Sep 06, 2013 11:15 am
Some progresses made with exporting voxel data to Indigo with the Maya Embedded Language.
The simulation took 3h50 to run and export, that's 120 frames. The last frame took 6mn to export on one thread, and the corresponding IGS weights 332MB of tightly packed spheres:
Code: Select all
...
<radius>0.7830896351</radius><material_name>indigoShader1SG</material_name></sphere>
<sphere><center>-21.2138104 4.221620179 -1.130988342</center>
<radius>0.4459233276</radius><material_name>indigoShader1SG</material_name></sphere>
<sphere><center>-20.92852075 0.6810261587 -0.7523930155</center>
<radius>0.132599548</radius><material_name>indigoShader1SG</material_name></sphere>
<sphere><center>-20.18269055 0.01528336346 -2.229484494</center>
...
Amusingly enough, the rendering time was similar 1280x1024 ss2 @20spp (3h40).
Attached frame #60, inb4 the video.
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Last edited by
CTZn on Fri Sep 06, 2013 12:09 pm, edited 1 time in total.
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CTZn
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by CTZn » Fri Sep 06, 2013 12:00 pm
the video;
http://www.worldparallelftp.com/adam/me ... 40x480.mp4 (4.4MB)
I think the exporter is practicable for some really HD fluid simulation... in a still image
For the record I once waited 28h to export one frame (granted, something went wrong and I worked the code out since).
Added voxel space jitter and enough UI controls to tweak the final look. On shading, there's room for some ISL based on distance to the fluid emitter. that's plain diffuse_transmitter with no medium.
I should clamp the spheres radius again; though they add drama, big spheres are also reducing the shading accuracy.
Looking forward for fun ways to use point data in Indigo.
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OnoSendai

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by OnoSendai » Fri Sep 06, 2013 12:12 pm
cool!
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CTZn
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by CTZn » Fri Sep 06, 2013 12:25 pm
Well, since you like it here's frame 60 !
http://www.worldparallelftp.com/adam/me ... HR.60.pigs (9.56MB)
You may want to change or remove the spp limitation.
The simulation is a tweaked flame preset in Maya. Dealing with emission temperature may be more complex to implement for me, I'd take any hint, C&C's.
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kklors
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by kklors » Fri Sep 06, 2013 7:18 pm
Holy moly : O I want that for C4D!
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