Page 3 of 4
Re: [REQ] Indigo instance color variation shader
Posted: Sun Mar 08, 2015 2:17 am
by pixie
Amazing things things happens to whose who wait! xD
zeitmeister wrote:Got it!
First three images ONLY ONE color texture. There are 8 different trees with 8 different alpha leaf blend materials; all accessing the main color changer material.
So this way I got to change/apply/setup the color variation shader ONE TIME, but get 8 different alpha leaf materials out of it.
Last picture using ONLY TWO textures, but color and gamma variation applied.
trees1.jpg
trees2.jpg
trees3.jpg
screenshot_shader.jpg
Code: Select all
def eval(vec3 pos) vec3 :
let
NUM_TEXTURES = 2
tex_index = floorToInt(gridNoise(real(objectId())) * NUM_TEXTURES)
c = sample2DTextureVec3(tex_index, getTexCoords(0))
id = real(objectId())
gamma_var = paramGammaRandomAmount()
shift_gamma = max(0.0, (1 - gamma_var) + gridNoise(id) * gamma_var * 2.0)
colour_var = paramColorVariationAmount()
colour_shift = (vec3(-0.5) + vec3(gridNoise(id), gridNoise(id + 34534), gridNoise(id + 9876465))) * (colour_var * 2.0)
in
vec3(pow(c.x, shift_gamma), pow(c.y, shift_gamma), pow(c.z, shift_gamma)) + colour_shift
trees4.jpg
leaf_color_variation.igm
Re: [REQ] Indigo instance color variation shader
Posted: Sun Mar 08, 2015 2:17 am
by pixie
zeitmeister wrote:Thank you a lot!
The only knickknack is the fact that setting up the shader is not possible in the C4D exporter.
fused may have to invest work here, so that the C4D Indigo shader window offers the same possibilities as the Indigo standalone GUI shader window. Plus working and exporting things correctly.
BTW: Ono, does that shader "flicker" or sample everything new when rendering an animation?
And if yes, how can we interdict that?
Can't you use the 'export' material?
Re: [REQ] Indigo instance color variation shader
Posted: Sun Mar 08, 2015 3:34 am
by OnoSendai
zeitmeister wrote:
BTW: Ono, does that shader "flicker" or sample everything new when rendering an animation?
And if yes, how can we interdict that?
The randomness is based on the object id which should stay the same frame to frame, so there shouldn't be flickering. Let me know if there is!
Re: [REQ] Indigo instance color variation shader
Posted: Sun Mar 08, 2015 4:02 am
by zeitmeister
OnoSendai wrote:
The randomness is based on the object id which should stay the same frame to frame, so there shouldn't be flickering. Let me know if there is!
Very cool, thank you!
Cheers, zeiti
Re: [REQ] Indigo instance color variation shader
Posted: Sun Mar 08, 2015 4:40 am
by zeitmeister
pixie wrote:Can't you use the 'export' material?
Of course, but then I can change everything, all textures and parameters, only in Indigo standalone GUI... and that's not what we want.
We want full ISL-shader-access in the exporters.
Re: [REQ] Indigo instance color variation shader
Posted: Mon Oct 05, 2015 9:05 am
by pixie
fused wrote:zeitmeister wrote:Yikes... awesome!
Then please tell Yves how you did that!
This should be a feature implemented in every available exporter!
I once did color variation in instances for cindigo, but scrapped it
can be done, easily
Why why why!!!!
Re: [REQ] Indigo instance color variation shader
Posted: Thu Nov 03, 2016 10:28 pm
by pixie
zeitmeister wrote:pixie wrote:Can't you use the 'export' material?
Of course, but then I can change everything, all textures and parameters, only in Indigo standalone GUI... and that's not what we want.
We want full ISL-shader-access in the exporters.
As a mid-gap solution you can now have it as in 'external' type of material.
Re: [REQ] Indigo instance color variation shader
Posted: Thu Nov 03, 2016 10:30 pm
by pixie
zeitmeister wrote:Got it!
First three images ONLY ONE color texture. There are 8 different trees with 8 different alpha leaf blend materials; all accessing the main color changer material.
So this way I got to change/apply/setup the color variation shader ONE TIME, but get 8 different alpha leaf materials out of it.
Last picture using ONLY TWO textures, but color and gamma variation applied.
Sadly this shader doesn't work on GPU.
Code: Select all
A problem occurred with the scene:
Failed to find function 'l1l1llll1lll11l1111111l111ll1l1ll(FullHitInfo, vec4, vec4)'.
ShaderSpectrumMatParameter user shader code, line 7:
ll1llll1llllll1l11l1l1l11l111llll = ll1111ll11llll111l1l11111ll1l1l1l((gridNoise(lll1111ll11lll1111ll11l11l1l1ll11(l1
l1llll1lll11l1111111l111ll1l1ll(l111ll1lll11ll1lll1lllllll1l1ll11, l1l111l1l11lllll1111lll11l11l1ll1, l1ll11111l111l1111lllll111l11lll1))) * l1ll11l1ll11l1llll11lllll11l1l1ll))
Re: [REQ] Indigo instance color variation shader
Posted: Thu Nov 03, 2016 10:48 pm
by Zom-B
Added to Bugtracker, thanks for the report!
Re: [REQ] Indigo instance color variation shader
Posted: Sat Dec 23, 2017 2:32 am
by pixie
It still isn't fixed...
Re: [REQ] Indigo instance color variation shader
Posted: Wed Jul 25, 2018 2:03 am
by pixie
It seem it is now working
Re: [REQ] Indigo instance color variation shader
Posted: Wed Jul 25, 2018 2:08 am
by pixie
Re: [REQ] Indigo instance color variation shader
Posted: Fri Aug 03, 2018 4:20 pm
by zeitmeister
Yeah!
Re: [REQ] Indigo instance color variation shader
Posted: Mon Aug 27, 2018 10:12 pm
by pixie
Is there a way to get variance in albedo channel as well as in the bump and roughness?
Re: [REQ] Indigo instance color variation shader
Posted: Sat Sep 01, 2018 8:22 pm
by zeitmeister
Well we have to change the code into vec2... then it should work in these channels; blend also f.e.
I am too dumb for maths, but I can take a look..