That is one sick glass indeed, I wonder if your drink tastes better in it?suvakas wrote:That glass render looks awesome !!
Heterogeneous participating media tests
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Heterogeneous participating media tests
benn hired a mercenary to kill my sig...
Re: Heterogeneous participating media tests
Me face amazed !
That is really, really a nice thing to me !
And thanks for the ISL examples... but function declaration has changed for 2.4, isn't it ?
Little digression then, what's planned for an ISL documentation ? I'd gladly help, at least to motivate it
ISL potential is immense, there must be a proper guide to initiate the clever mind.
That is really, really a nice thing to me !
And thanks for the ISL examples... but function declaration has changed for 2.4, isn't it ?
Little digression then, what's planned for an ISL documentation ? I'd gladly help, at least to motivate it
ISL potential is immense, there must be a proper guide to initiate the clever mind.
obsolete asset
Re: Heterogeneous participating media tests
I can't get this shader to work with 2.6.1(http://www.indigorenderer.com/forum/vie ... 268#p86268):
I know it is under positional constraints but Indigo rejects the 'shader' tag in the first place. What am I doing wrong ?
The glass shader in the linked page works, only that colors are not blending for me...
Code: Select all
<medium>
<name>indigoShader1_medium</name>
<precedence>6</precedence>
<basic>
<ior>1</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>0.8000000119 0.8000000119 0.8000000119</rgb>
<gamma>2.200000048</gamma>
</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<shader>
<wavelength_dependent>false</wavelength_dependent>
<shader>
<![CDATA[
def eval(vec3 pos) vec3 :
vec3(
if(
dist(pos, vec3(0.0, 1.5, 1.5)) < 0.6,
2.0,
0.0
)
)
]]>
</shader>
</shader>
</scattering_coefficient_spectrum>
<phase_function>
<uniform/>
</phase_function>
</subsurface_scattering>
</basic>
</medium>
<material>
<name>indigoShader1SG</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>indigoShader1_medium</internal_medium_name>
</specular>
</material>
The glass shader in the linked page works, only that colors are not blending for me...
obsolete asset
Re: Heterogeneous participating media tests
Hey CTZn,
when using shaders for scattering it is
not
same goes for <absorption_coefficient>.
when using shaders for scattering it is
Code: Select all
<subsurface_scattering>
<scattering_coefficient>
<shader>
<wavelength_dependent>false</wavelength_dependent>
<shader>
<![CDATA[ ... ]]>
</shader>
</shader>
</scattering_coefficient>
<phase_function>
<uniform />
</phase_function>
</subsurface_scattering>
Code: Select all
<subsurface_scattering>
<scattering_coefficient_spectrum>
<shader>
<wavelength_dependent>false</wavelength_dependent>
<shader>
<![CDATA[ ... ]]>
</shader>
</shader>
</scattering_coefficient_spectrum>
<phase_function>
<uniform />
</phase_function>
</subsurface_scattering>
Re: Heterogeneous participating media tests
Oh, new tags ! Thanks a lot fused, I overlooked this "detail".
obsolete asset
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: continous blend between three different
OnoSendai wrote:In this image, a volumetric shader is controlling the absorption of the glass medium.
It's basically a continous blend between three different absorption colours.
The medium looks like this:
Code: Select all
<medium> <name>MedIndigo Material_mid0</name> <precedence>10</precedence> <basic> <ior>1.600000</ior> <cauchy_b_coeff>0.000000</cauchy_b_coeff> <absorption_coefficient> <shader> <wavelength_dependent>true</wavelength_dependent> <shader> <![CDATA[ def col(real t) vec3 : if( t < 0.5, lerp( vec3(100.0, 100.0, 1.0), # blue vec3(1.0, 100.0, 100.0), # red smoothstep(0.25, 0.35, t) ), lerp( vec3(1.0, 100.0, 100.0), # red vec3(1.0, 1.0, 100.0), # yellow smoothstep(0.65, 0.75, t) ) ) def eval(vec3 pos) vec3: col(e2(pos) * 6.0) # + fbm(pos * 100.0, 6) * 0.5 ]]> </shader> </shader> </absorption_coefficient> </basic> </medium>
hi,
i did some images using the code above, I changed value color for smallest, and tweak smoothstep
what real t is ?
how / where is describe color's model precisely ?
what smoothstep is doing exactly ?
all rendering on i7 2.4 ghz ang gpu 780M :
from left to right, textures on mesh : specular, blended specular/Fast SSS, fast SSS
GPU_4m30_1130spp_2105ksps
BiDir_32m_2678spp_662ksps
all fast SSS mat
GPU_20m_860spp_945ksps
GPU_2m25_607spp_2091ksps
recette :
thx, and happy rendering
Re: Heterogeneous participating media tests
The col function takes the third component e2() from the position in 3D pos being sampled for input, that is the upwards z vector e2(pos) (counting from element zero).
Smoothstep is just a nicer ramp, aka smooth ramp, as opposed to linear color change. It is used here for remapping purposes based on the z value the function is fed with. I'll leave it here
e: by the way thanks this is useful code I was reluctant to figure out, wherever it came from (e: oh yeah from above like all things ;D)!
Smoothstep is just a nicer ramp, aka smooth ramp, as opposed to linear color change. It is used here for remapping purposes based on the z value the function is fed with. I'll leave it here
e: by the way thanks this is useful code I was reluctant to figure out, wherever it came from (e: oh yeah from above like all things ;D)!
obsolete asset
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Heterogeneous participating media tests
thank's you very much, CTZn, for explanations, I really appreciate.
do you know that your Passionated http://www.indigorenderer.com/materials/materials/1005 is bugging in gpu mode :
GPU path tracing initialisation failed: clBuildProgram failed: CL_BUILD_PROGRAM_FAILURE
do you know that your Passionated http://www.indigorenderer.com/materials/materials/1005 is bugging in gpu mode :
GPU path tracing initialisation failed: clBuildProgram failed: CL_BUILD_PROGRAM_FAILURE
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Re: Heterogeneous participating media tests
Awesome stuff
With regard to volume data, OpenVDB (http://www.openvdb.org/) seems to be used a lot. I think the Blender crowd is looking at implementing it in some way. Haven't read into it too much yet, though, so may not be applicable...
With regard to volume data, OpenVDB (http://www.openvdb.org/) seems to be used a lot. I think the Blender crowd is looking at implementing it in some way. Haven't read into it too much yet, though, so may not be applicable...
Re: Heterogeneous participating media tests
My materials are getting old, I should review them thank you.arc en ciel wrote:thank's you very much, CTZn, for explanations, I really appreciate.
do you know that your Passionated http://www.indigorenderer.com/materials/materials/1005 is bugging in gpu mode :
GPU path tracing initialisation failed: clBuildProgram failed: CL_BUILD_PROGRAM_FAILURE
obsolete asset
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Re: Heterogeneous participating media tests
More detail on Blender + OpenVDB: https://wiki.blender.org/index.php/User ... BRendering
Would be awesome to have support for it, it seems to be gaining traction as a volume format for all sorts of things.
Would be awesome to have support for it, it seems to be gaining traction as a volume format for all sorts of things.
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