[REQ] Indigo instance color variation shader
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
[REQ] Indigo instance color variation shader
Hey,
I just came up with that idea having a look at Vray.
What it means: the ability to vary the color of a material with each Indigo instance.
For example:
One phong material with a texture or color in the diffuse color channel. On top of it, or as an option below it, the ability to vary the color or brightness of this texture or color. Let's say for example a gamma range from -0.2 to +0.3 of the original value.
Distributed over all Indigo instance objects which use that material.
This will tremendeously help to create realistic color or whatever variation when using many instances, like trees, a wood, grass, or whatever you can imagine.
What do you think about it?
I could be an ISL feature, but organically integrated into the existing exporters.
Just some thoughts.
I just came up with that idea having a look at Vray.
What it means: the ability to vary the color of a material with each Indigo instance.
For example:
One phong material with a texture or color in the diffuse color channel. On top of it, or as an option below it, the ability to vary the color or brightness of this texture or color. Let's say for example a gamma range from -0.2 to +0.3 of the original value.
Distributed over all Indigo instance objects which use that material.
This will tremendeously help to create realistic color or whatever variation when using many instances, like trees, a wood, grass, or whatever you can imagine.
What do you think about it?
I could be an ISL feature, but organically integrated into the existing exporters.
Just some thoughts.
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: [REQ] Indigo instance color variation shader
You don't need to change Indigo for that.
It's pure exporter thing.
It's pure exporter thing.
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: [REQ] Indigo instance color variation shader
So is it possible to call Indigo render instances per ISL?
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: [REQ] Indigo instance color variation shader
suvakas has such a feature in Maxigo, its all about control in the exporter for this feature!
http://www.indigorenderer.com/forum/vie ... 711#p73711
http://www.indigorenderer.com/forum/vie ... 711#p73711
polygonmanufaktur.de
Re: [REQ] Indigo instance color variation shader
I'm not exactly sure what do you mean by ISL ? It's exporter that defines color/gamma of material. You can use it with ISL too of course.zeitmeister wrote:So is it possible to call Indigo render instances per ISL?
The example image Zom-B posted has slightly different color for each instace and color is generated during the exporting process. It can be a random color, it can go from light to dark, it can be based on a bitmap (which is the case with my tree images) etc. But it's exporter that does all the work.
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: [REQ] Indigo instance color variation shader
Yikes... awesome!
Then please tell Yves how you did that!
This should be a feature implemented in every available exporter!
Then please tell Yves how you did that!
This should be a feature implemented in every available exporter!
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: [REQ] Indigo instance color variation shader
I'm sure Yves knows how to do that
He just needs to change color or gamma values randomly for the instances. Maybe add some parameters to control the range.
He just needs to change color or gamma values randomly for the instances. Maybe add some parameters to control the range.
Re: [REQ] Indigo instance color variation shader
Agree with zeitmaster : that would be a nice feature to access instance's id in ISL. I'm thinking of interesting ideas not easily done with the exporter
Etienne
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: [REQ] Indigo instance color variation shader
You could vary some parameters (e.g. colour) with world space position.
Having access to the instance id is also an interesting idea, maybe I'll add that or something like it soon.
Having access to the instance id is also an interesting idea, maybe I'll add that or something like it soon.
Re: [REQ] Indigo instance color variation shader
I once did color variation in instances for cindigo, but scrapped itzeitmeister wrote:Yikes... awesome!
Then please tell Yves how you did that!
This should be a feature implemented in every available exporter!
can be done, easily
Re: [REQ] Indigo instance color variation shader
To illustrate my previous post, here is what I'm thinking of:
Building glass façades are not flat, but they have a slightly wavy surface, which is very visible when for instance you see the reflection of another nearby building.
To model that, the simple way is to use bump or displacement shader with waves (similar to water materials). However, I'm not fully happy with this, it does not look as the real façades.
The reason for this is : it's not a wavy profile. It's a combination of window tilt, twist and "pillow" deformation. The tilt and twist are due to mounting disaligment, the pillow to some thermal constraints.
That could be achieved by using a bump or displacement map that is a linear combination of these four functions: The coefficients are carefully randomly chosen, and unique for each window. This would be very elegant and convenient to generate them from a seed computed as a hash of the instance id. Then, nice window materials could be released. The user of these materials would only have to ensure the windows has UV coordinates mapped to (0,0)-(1,1) and instanciate them on the whole building.
I'm sure there are ways to do this on the exporter, but far less easy and elegant.
Regards,
Galinette.
Building glass façades are not flat, but they have a slightly wavy surface, which is very visible when for instance you see the reflection of another nearby building.
To model that, the simple way is to use bump or displacement shader with waves (similar to water materials). However, I'm not fully happy with this, it does not look as the real façades.
The reason for this is : it's not a wavy profile. It's a combination of window tilt, twist and "pillow" deformation. The tilt and twist are due to mounting disaligment, the pillow to some thermal constraints.
That could be achieved by using a bump or displacement map that is a linear combination of these four functions: The coefficients are carefully randomly chosen, and unique for each window. This would be very elegant and convenient to generate them from a seed computed as a hash of the instance id. Then, nice window materials could be released. The user of these materials would only have to ensure the windows has UV coordinates mapped to (0,0)-(1,1) and instanciate them on the whole building.
I'm sure there are ways to do this on the exporter, but far less easy and elegant.
Regards,
Galinette.
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: [REQ] Indigo instance color variation shader
Yeah, there are many things possible with this function. Also, such an instance random factor could maybe affect the position, rotation and scale of the instances, too... controlled by noise or a texture map.
But that's future music, I would be glad having the colr random option for now!
But that's future music, I would be glad having the colr random option for now!
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: [REQ] Indigo instance color variation shader
BUMP.
Can someone please provide a sample code for color variation on instances?
That would be so nice!
Best way: to alter gamma values of a texture randomly.
I found that exampe here:
But how can I translate it to alter a given texture?
Thank you!!!!
Can someone please provide a sample code for color variation on instances?
That would be so nice!
Best way: to alter gamma values of a texture randomly.
I found that exampe here:
Code: Select all
def eval(vec3 pos) vec3 :
let
r = real(objectId())
base_col = vec3(0.6, 0.4, 0.4)
random_scale = 0.1
in
base_col + vec3(
fract(r * 45.345),
fract(r * 4.57),
fract(r * 908.3)
) * random_scale
Thank you!!!!
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: [REQ] Indigo instance color variation shader
Haven't I told you how to archive that easily in C4D already Zeiti?
polygonmanufaktur.de
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: [REQ] Indigo instance color variation shader
You did, but this way doesnt work in lots of my scenes... I am scattering a load of objects, with several sub-objects in it.
Using your solution is a lot of work, because I have to materialize each single instance.
Having a shader doing that, with lot more random colors and colored textures would be the way to do it.
And to be honest: it doesnt seem to be a big problem for someone who can code.
Same with scattering objects:
There are quite nice functions provided by Indigo which arent being supported by the exporters.
I think that Glare also should focus on them.
Using your solution is a lot of work, because I have to materialize each single instance.
Having a shader doing that, with lot more random colors and colored textures would be the way to do it.
And to be honest: it doesnt seem to be a big problem for someone who can code.
Same with scattering objects:
There are quite nice functions provided by Indigo which arent being supported by the exporters.
I think that Glare also should focus on them.
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
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