Voronoi ISL Shader

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galinette
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Voronoi ISL Shader

Post by galinette » Thu Oct 07, 2010 10:15 am

Not as difficult as I first thought!

Do you see some applications of it for real world materials? Maybe stone walls or the like.

Next step is to have a thin border between cells

Etienne
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Re: Voronoi ISL Shader

Post by galinette » Thu Oct 07, 2010 10:48 am

Here are some other example applications of this shader
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voronoi_lizard.jpg
lizard skin
voronoi_dist.png
random blobs
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Re: Voronoi ISL Shader

Post by OnoSendai » Thu Oct 07, 2010 10:54 am

That's very cool.
I'm trying to work out how your code works :)
One tip: you can use the < operator instead of lt().

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Re: Voronoi ISL Shader

Post by Zom-B » Thu Oct 07, 2010 11:25 am

great work galinette!!!

This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
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Re: Voronoi ISL Shader

Post by OnoSendai » Thu Oct 07, 2010 11:52 am

Zom-B wrote:great work galinette!!!

This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
Hmm, what would the shader return? Index of cell?

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Re: Voronoi ISL Shader

Post by Zom-B » Thu Oct 07, 2010 12:56 pm

OnoSendai wrote:Hmm, what would the shader return? Index of cell?
Noise shaders are barley used pure as they are in material creation. Having a simple call via ISL would simplify usage for regular users.
From the control of cell size over to a 0 to 1 scale for "smoothness" off the cell inner to a border scale etc.

From the user point of view I see this integrated into the Exporters just like Yves did with gradient & noise in Cindigo :)
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Re: Voronoi ISL Shader

Post by CTZn » Thu Oct 07, 2010 1:52 pm

Perhaps a (edited:) distance between points ? A distribution from ordered to random would be cool (optionally seeded).

For a realistic, parametric reptile skin, both the distances between points and their randomness in distribution should be non-wavelength dependent parameters, that is float or grayscale data driven. Me thinks :)

I mean, with an actual reptile mesh. Painting the scales size and randomness would be a great option ! Argh, can't help pushing nevermind me :D
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Re: Voronoi ISL Shader

Post by galinette » Thu Oct 07, 2010 7:48 pm

Zom-B wrote:This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
Absolutely!! This is a very good primitive for many shaders
OnoSendai wrote:Hmm, what would the shader return? Index of cell?
I could write you some specs!

I see at last two interesting : the center of cell (vec2), the distance to center of cell (real)
The two last images use the latter, I'll upload soon.

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galinette
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Re: Voronoi ISL Shader

Post by galinette » Thu Oct 07, 2010 7:50 pm

CTZn wrote:Perhaps a (edited:) distance between points ? For a realistic, parametric reptile skin, both the distances between points and their randomness in distribution should be non-wavelength dependent parameters, that is float or grayscale data driven. Me thinks :)
That's exactly what the shader used in the two last images do (modified since the first one). I'll upload soon as soon as I have more time to work on this...
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Re: Voronoi ISL Shader

Post by OnoSendai » Thu Oct 07, 2010 8:17 pm

galinette wrote: I could write you some specs!
Sure, that would be great!

Also If I had more of an idea how the Voronoi cells would be used in shaders, that would help.

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Re: Voronoi ISL Shader

Post by galinette » Thu Oct 07, 2010 9:37 pm

[/quote]Also If I had more of an idea how the Voronoi cells would be used in shaders, that would help.[/quote]
I will post some material using them soon...

Example picture:
http://www.google.fr/imgres?imgurl=http ... 4Qb1vrnIBg

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Re: Voronoi ISL Shader

Post by galinette » Thu Oct 07, 2010 10:33 pm

I love the dry mud idea!

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Re: Voronoi ISL Shader

Post by CTZn » Fri Oct 08, 2010 1:21 am

Mostly, it is usefull for rural/natural structures, walls an stone paths. A simple application could be as a blend between a stone and a mortar material:

http://www.tandtmasonry.com/Stone%20Pedestal.JPG

http://www.google.com/imgres?imgurl=htt ... =104&ty=43

Could cells indices play a role in affecting blended shaders like for the above (per cell hsv) ?
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galinette
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Re: Voronoi ISL Shader

Post by galinette » Fri Oct 08, 2010 2:33 am

Yes, of course. Thats quite straightforward.

The only thing that is somewhat complicated is to make:
- The border between cells
- The irregularness ( non straight borders )

Etienne
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