Parametric surfaces + shells

General questions about Indigo, the scene format, rendering etc...
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lycium
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Re: Parametric surfaces + shells

Post by lycium » Sun Apr 15, 2012 12:08 pm

You're gonna need more polygons in this scene, I still see terminator artifacts ;)

no images to show here, yet...

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Whaat
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Re: Parametric surfaces + shells

Post by Whaat » Sun Apr 15, 2012 12:13 pm

:shock: lovin' these tests, ono. Give us more! :D

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OnoSendai
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Re: Parametric surfaces + shells

Post by OnoSendai » Sun Apr 15, 2012 12:27 pm

will do, tmrw :)

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Re: Parametric surfaces + shells

Post by StompinTom » Sun Apr 15, 2012 12:28 pm

:shock: Lookin' good!

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rgigante
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Re: Parametric surfaces + shells

Post by rgigante » Sun Apr 15, 2012 7:15 pm

Thumb up! Great seeing first unbiased to implement native paametrics. NURBS to come?

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Zom-B
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Re: Parametric surfaces + shells

Post by Zom-B » Sun Apr 15, 2012 10:33 pm

That looks really nice Ono, feed us with more!
Normal smoothing doesn't seem to kick in here ;)

Now please melt those all together with some metaball algo :P
polygonmanufaktur.de

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OnoSendai
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Re: Parametric surfaces + shells

Post by OnoSendai » Mon Apr 16, 2012 10:36 am

Scattered pebbles and shells.
50K pebbles and 100 shells.
Pebble and shell geometry are done with parametric surfaces.
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beach1.jpg

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OnoSendai
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Re: Parametric surfaces + shells

Post by OnoSendai » Mon Apr 16, 2012 10:39 am

rgigante wrote:Thumb up! Great seeing first unbiased to implement native paametrics. NURBS to come?
NURBS will be implemented some day :)

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OnoSendai
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Re: Parametric surfaces + shells

Post by OnoSendai » Mon Apr 16, 2012 11:09 am

Another one:
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beach2.jpg

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Re: Parametric surfaces + shells

Post by OnoSendai » Mon Apr 16, 2012 11:26 am

Sunset beach with narrower DOF.
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beach3.jpg

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CTZn
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Re: Parametric surfaces + shells

Post by CTZn » Mon Apr 16, 2012 1:32 pm

Niiice !

I don't know if that's possible already but it would be useful to use a displaced mesh as scattering surface, ie displace a terrain then scatter peebles over. Adding details to the detail.

An alternative would be to be able to modify the peebles position by a shader (displacement for instance). The scattering would be generated before subdivisions but matching them.
obsolete asset

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Re: Parametric surfaces + shells

Post by StompinTom » Tue Apr 17, 2012 3:13 am

OnoSendai wrote:Sunset beach with narrower DOF.
Ground just needs a bump texture (FBM?) and it would be perfect ;) Can you render one with 5M pebbles? Like, covering the ground completely?

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Re: Parametric surfaces + shells

Post by OnoSendai » Tue Apr 17, 2012 3:52 am

CTZn wrote:Niiice !

I don't know if that's possible already but it would be useful to use a displaced mesh as scattering surface, ie displace a terrain then scatter peebles over. Adding details to the detail.

An alternative would be to be able to modify the peebles position by a shader (displacement for instance). The scattering would be generated before subdivisions but matching them.
The scattered pebbles are already scattered over the parametric surface, which is already displaced. So the scattering does follow the detailed surface.

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Re: Parametric surfaces + shells

Post by OnoSendai » Tue Apr 17, 2012 3:53 am

StompinTom wrote:
OnoSendai wrote:Sunset beach with narrower DOF.
Ground just needs a bump texture (FBM?) and it would be perfect ;) Can you render one with 5M pebbles? Like, covering the ground completely?
Well, this one already has 1M small pebbles :)

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Re: Parametric surfaces + shells

Post by StompinTom » Tue Apr 17, 2012 4:02 am

OnoSendai wrote:
StompinTom wrote:
OnoSendai wrote:Sunset beach with narrower DOF.
Ground just needs a bump texture (FBM?) and it would be perfect ;) Can you render one with 5M pebbles? Like, covering the ground completely?
Well, this one already has 1M small pebbles :)
Dare you to put 10M :twisted:

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