Magic ISL grass material
- pixie
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Magic ISL grass material
Would it be possible to have an isl material that gave a little variation to the grass blades?
- pixie
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Re: Magic ISL grass material
No, imagine each blade being assigned a slightly different hue, value, saturation.Ilay wrote:Like bushes or something?
Re: Magic ISL grass material
Seems closer to function for moss coverage - http://www.indigorenderer.com/materials/materials/1133
Look at it.
Look at it.
I'm sorry for my bad English
- pixie
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Re: Magic ISL grass material
No, that's not what I'm aiming for, that material is for a straight plane, I'm going toward individual blades having different colours assigned to each and everyone. But thanks for your input anuhow.
Re: Magic ISL grass material
there was a similar request some times ago; there is one isl function that doe return a unique integer number per instance that can be used for instance to offset the coordinates of a coloured noise for each blade.
see the apple shader I may have dropped someplace, or let me know if it isn't (I'm this lazy on mobile).
see the apple shader I may have dropped someplace, or let me know if it isn't (I'm this lazy on mobile).
obsolete asset
Re: Magic ISL grass material
Does this?CTZn wrote:there was a similar request some times ago; there is one isl function that doe return a unique integer number per instance that can be used for instance to offset the coordinates of a coloured noise for each blade.
see the apple shader I may have dropped someplace, or let me know if it isn't (I'm this lazy on mobile).
Code: Select all
def op_add(vec3 v3, real r) vec3:
vec3(v3.x + r, v3.y + r, v3.z + r)
def eval(vec3 pos) vec3:
let
maturationPlacement = vec2(texj() + toFloat(objectId()) , texi() * 4.0) * 0.5
variancePlacement = maturationPlacement * 7.0
map = ( fbm01(maturationPlacement, 8)
+ fbm01(variancePlacement, 8)
) * 0.5
smooth = smootherstep(0.15, 0.9, map)
cos = cos(texj() * 6.29) * 0.5 + 0.5
map2 = (smooth + cos) * 0.5
in
lerp( vec3(paramC2().x * map * paramVariance() + 1.0 - paramVariance(), paramC2().y, paramC2().z),
vec3(paramC1().x * map * paramVariance() + 1.0 - paramVariance(), paramC1().y, paramC1().z),
pow(smooth, 4.0) + pow(cos, 4.0) * 1.25)* map
I'm sorry for my bad English
Re: Magic ISL grass material
yes ilay that is the piece, thank you. there we can see that the UV map maturationPlacement is the base placement, adding the instance's ID to its U direction (further multiplications being context dependent). as a result the shader will never seek the same region of the map for an instance.
obsolete asset
Re: Magic ISL grass material
Thank you
Interesting how cindigo compiled mesh to attach such attributes (I'm back to cindigo and will try it, but before back to theory and repeat isl guide)
Interesting how cindigo compiled mesh to attach such attributes (I'm back to cindigo and will try it, but before back to theory and repeat isl guide)
I'm sorry for my bad English
Re: Magic ISL grass material
I used cindigo and trying to understand - how to get per object in stacked polygon group? seems iit does not possible
example: we have procedural hair object with proper polygonal blades of grass and generated polygon hair, Then make it editable so have object group(and it has objectId() = 1) but with stacked polygon blades and that we need randomize slightly one of color-vector
or another scenario - polygonal group needs explode to polygon objects or blades.
pixie how did did make your grass?
closer to another solution - https://www.youtube.com/watch?v=s23ypBYoVH8
example: we have procedural hair object with proper polygonal blades of grass and generated polygon hair, Then make it editable so have object group(and it has objectId() = 1) but with stacked polygon blades and that we need randomize slightly one of color-vector
or another scenario - polygonal group needs explode to polygon objects or blades.
pixie how did did make your grass?
closer to another solution - https://www.youtube.com/watch?v=s23ypBYoVH8
I'm sorry for my bad English
- pixie
- Posts: 2332
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
- Contact:
Re: Magic ISL grass material
http://boskolazovic.blogspot.pt/2014/08 ... it-v2.htmlIlay wrote:I used cindigo and trying to understand - how to get per object in stacked polygon group? seems iit does not possible
example: we have procedural hair object with proper polygonal blades of grass and generated polygon hair, Then make it editable so have object group(and it has objectId() = 1) but with stacked polygon blades and that we need randomize slightly one of color-vector
or another scenario - polygonal group needs explode to polygon objects or blades.
pixie how did did make your grass?
closer to another solution - https://www.youtube.com/watch?v=s23ypBYoVH8
You need another plugin though (not VRAY)
Re: Magic ISL grass material
hmm, NR Container + mograph stuffpixie wrote:http://boskolazovic.blogspot.pt/2014/08 ... it-v2.html
You need another plugin though (not VRAY)
pixie, look http://www.indigorenderer.com/forum/vie ... 10&t=12017
so dive in isl
I'm sorry for my bad English
- pixie
- Posts: 2332
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
- Contact:
Re: Magic ISL grass material
Ilay wrote:hmm, NR Container + mograph stuffpixie wrote:http://boskolazovic.blogspot.pt/2014/08 ... it-v2.html
You need another plugin though (not VRAY)
pixie, look http://www.indigorenderer.com/forum/vie ... 10&t=12017
so dive in isl
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