Voronoi ISL Shader

General questions about Indigo, the scene format, rendering etc...
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Re: Voronoi ISL Shader

Post by Zom-B » Mon Nov 08, 2010 2:17 am

Its simply a pleasure to visit this thread, every time :D
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Re: Voronoi ISL Shader

Post by pixie » Mon Nov 08, 2010 3:38 am

Zom-B wrote:Its simply a pleasure to visit this thread, every time :D
It won't be long until FDA consider galinette to be an illegal drug! :D

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Re: Voronoi ISL Shader

Post by Lemo » Mon Nov 08, 2010 4:25 am

That stained glass is impressive :shock:

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Re: Voronoi ISL Shader

Post by galinette » Mon Nov 08, 2010 9:08 pm

Now in the database! Vote Galinette for President!

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Re: Voronoi ISL Shader

Post by hcpiter » Mon Nov 08, 2010 10:03 pm

hehe 100% right ! A lot of good stuff Galinette !

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Re: Voronoi ISL Shader

Post by Meelis » Tue Nov 09, 2010 12:08 am

So beautiful and real materials.
The stone material is just super good.

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Re: Voronoi ISL Shader

Post by galinette » Tue Nov 09, 2010 6:13 am

Little trial with a stained glass generated from a picture image, lighting a room.

There is a UV mapping issue : the UV mapping from both sides are not the same, generating two superimposed stained glass cell patterns
Attachments
stained.jpg
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Re: Voronoi ISL Shader

Post by Polinalkrimizei » Tue Nov 09, 2010 8:13 am

Someone give this guy a developers' batch please! :wink:

Most impressive work. It is the perfect combination of creativity and extraordinary skill. Truly inspiring!
And thanks for sharing galinette, giving most of your materials a try is one of my priorities, just for the fun of it!

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Re: Voronoi ISL Shader

Post by Zom-B » Tue Nov 09, 2010 8:28 am

Hell knows how yo managed to get the color controled by a imput image. Such a ISL technique could be used for a lot of ISL shaders!
regarding the metal between the glass cells: shouldn't this metal strings go through the mesh? Atm it looks like this metal strings would only be on the surfaces of the mesh (enhanced through the UVM problem).
Couldn't this be done by displacement? Am I right here anyway ^^ ?
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Re: Voronoi ISL Shader

Post by galinette » Tue Nov 09, 2010 9:46 am

Ideally, the metal would go through the mesh. But it's currently not possible without duplicating the mesh before displacement, and that would mean a material system much more complicated than Indigo allows.

I would prefer making this stained glass from a "thin glass" material (single face object), as discussed in another topic

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Re: Voronoi ISL Shader

Post by Meelis » Tue Nov 09, 2010 7:39 pm

Hi :D

Let's say i want to emphasize something or someone on stained glass.
Can it be done with extra silhouette image so the metal framing parts of silhouette contour or in the range of the whole silhouette, will fallow silhouette contour or in the between of greatly different color areas,
and therefor the metal framing parts length will be different deppending on the complexity of current area.

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Re: Voronoi ISL Shader

Post by psor » Thu Nov 11, 2010 1:08 pm

Stunning stuff, thanks a lot for sharing Etienne. ;o))


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Re: Voronoi ISL Shader

Post by Whaat » Sun Mar 20, 2011 10:09 am

hey galinette,

Is there any chance you would share your procedural stone wall? (even if it was never finished) I think it would work great to create a procedural asphalt texture which I am desperate need of.

Thanks!

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Re: Voronoi ISL Shader

Post by Meelis » Tue Mar 29, 2011 2:57 am

Hi :D

In MDB stained glass material, how does the color value get chosed from 256x256 pix image, is it random?
I made some color images:
Image Image

How can i increase or lower transmittance layer opacity?

I can make nice small tiles for large areas, but for very small areas 0,2-0,5m i can't get 100 x 100 tiles (more) or so, it resets uv layout scale from some point if i scale my uv layout too large. So i guess i dont need to scale UV layout but edit some code.

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Re: Voronoi ISL Shader

Post by galinette » Tue Mar 29, 2011 7:58 pm

Hi,

These are nice color sets!
Yes, position is chosen randomly in the color set image. But the color position is unique (discrete) for each tile.

Transmittance is defined by the "absorption layer transmittance color" parameter of the specular material. So you just need to darken or lighten your color set image to modulate the transmittance. You could also add some grey volume absorbance in the material, but I'm not sure of the results.
I wanted to use real volume absorbance for tinting the glass, but as far as I know, it's not possible yet to use shaders for the volumic absorbance. It would also be tricky, as I suppose that absorbance shader will use "pos" and no UV coordinates, whereas bump uses only UV and no "pos".

Regarding your tiling issue, I'm not aware of this but I never tried. Could you post some images of the problem?

Regards,

Etienne
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