Magic ISL grass material

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pixie
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Magic ISL grass material

Post by pixie » Sun Aug 17, 2014 2:53 am

Would it be possible to have an isl material that gave a little variation to the grass blades?
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grass.jpg

Ilay
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Re: Magic ISL grass material

Post by Ilay » Sun Sep 14, 2014 6:22 am

Like bushes or something?
I'm sorry for my bad English

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Re: Magic ISL grass material

Post by pixie » Sun Sep 14, 2014 7:46 am

Ilay wrote:Like bushes or something?
No, imagine each blade being assigned a slightly different hue, value, saturation.

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Re: Magic ISL grass material

Post by Ilay » Sun Sep 14, 2014 9:36 pm

Seems closer to function for moss coverage - http://www.indigorenderer.com/materials/materials/1133
Look at it.
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Re: Magic ISL grass material

Post by pixie » Sun Sep 14, 2014 10:46 pm

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. :)

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CTZn
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Re: Magic ISL grass material

Post by CTZn » Tue Sep 16, 2014 2:32 am

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).
obsolete asset

Ilay
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Re: Magic ISL grass material

Post by Ilay » Tue Sep 16, 2014 3:18 am

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).
Does this?

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
objectId() and placement
I'm sorry for my bad English

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CTZn
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Re: Magic ISL grass material

Post by CTZn » Tue Sep 16, 2014 3:31 am

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

Ilay
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Re: Magic ISL grass material

Post by Ilay » Tue Sep 16, 2014 3:54 am

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)
I'm sorry for my bad English

Ilay
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Re: Magic ISL grass material

Post by Ilay » Thu Sep 18, 2014 11:26 pm

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
I'm sorry for my bad English

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Re: Magic ISL grass material

Post by pixie » Fri Sep 19, 2014 2:52 am

Ilay 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
http://boskolazovic.blogspot.pt/2014/08 ... it-v2.html
You need another plugin though (not VRAY)

Ilay
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Re: Magic ISL grass material

Post by Ilay » Fri Sep 19, 2014 4:00 am

pixie wrote:http://boskolazovic.blogspot.pt/2014/08 ... it-v2.html
You need another plugin though (not VRAY)
hmm, NR Container + mograph stuff
pixie, look http://www.indigorenderer.com/forum/vie ... 10&t=12017
so dive in isl
I'm sorry for my bad English

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pixie
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Re: Magic ISL grass material

Post by pixie » Fri Sep 19, 2014 9:34 am

Ilay wrote:
pixie wrote:http://boskolazovic.blogspot.pt/2014/08 ... it-v2.html
You need another plugin though (not VRAY)
hmm, NR Container + mograph stuff
pixie, look http://www.indigorenderer.com/forum/vie ... 10&t=12017
so dive in isl
:D

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