Voronoi ISL Shader
Voronoi ISL Shader
Not as difficult as I first thought!
Do you see some applications of it for real world materials? Maybe stone walls or the like.
Next step is to have a thin border between cells
Etienne
Do you see some applications of it for real world materials? Maybe stone walls or the like.
Next step is to have a thin border between cells
Etienne
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Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
Here are some other example applications of this shader
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
That's very cool.
I'm trying to work out how your code works
One tip: you can use the < operator instead of lt().
I'm trying to work out how your code works
One tip: you can use the < operator instead of lt().
Re: Voronoi ISL Shader
great work galinette!!!
This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
polygonmanufaktur.de
Re: Voronoi ISL Shader
Hmm, what would the shader return? Index of cell?Zom-B wrote:great work galinette!!!
This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
Re: Voronoi ISL Shader
Noise shaders are barley used pure as they are in material creation. Having a simple call via ISL would simplify usage for regular users.OnoSendai wrote:Hmm, what would the shader return? Index of cell?
From the control of cell size over to a 0 to 1 scale for "smoothness" off the cell inner to a border scale etc.
From the user point of view I see this integrated into the Exporters just like Yves did with gradient & noise in Cindigo
polygonmanufaktur.de
Re: Voronoi ISL Shader
Perhaps a (edited:) distance between points ? A distribution from ordered to random would be cool (optionally seeded).
For a realistic, parametric reptile skin, both the distances between points and their randomness in distribution should be non-wavelength dependent parameters, that is float or grayscale data driven. Me thinks
I mean, with an actual reptile mesh. Painting the scales size and randomness would be a great option ! Argh, can't help pushing nevermind me
For a realistic, parametric reptile skin, both the distances between points and their randomness in distribution should be non-wavelength dependent parameters, that is float or grayscale data driven. Me thinks
I mean, with an actual reptile mesh. Painting the scales size and randomness would be a great option ! Argh, can't help pushing nevermind me
obsolete asset
Re: Voronoi ISL Shader
Absolutely!! This is a very good primitive for many shadersZom-B wrote:This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!
I could write you some specs!OnoSendai wrote:Hmm, what would the shader return? Index of cell?
I see at last two interesting : the center of cell (vec2), the distance to center of cell (real)
The two last images use the latter, I'll upload soon.
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
That's exactly what the shader used in the two last images do (modified since the first one). I'll upload soon as soon as I have more time to work on this...CTZn wrote:Perhaps a (edited:) distance between points ? For a realistic, parametric reptile skin, both the distances between points and their randomness in distribution should be non-wavelength dependent parameters, that is float or grayscale data driven. Me thinks
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
Sure, that would be great!galinette wrote: I could write you some specs!
Also If I had more of an idea how the Voronoi cells would be used in shaders, that would help.
Re: Voronoi ISL Shader
[/quote]Also If I had more of an idea how the Voronoi cells would be used in shaders, that would help.[/quote]
I will post some material using them soon...
Example picture:
http://www.google.fr/imgres?imgurl=http ... 4Qb1vrnIBg
Etienne
I will post some material using them soon...
Example picture:
http://www.google.fr/imgres?imgurl=http ... 4Qb1vrnIBg
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
I love the dry mud idea!
Etienne
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Voronoi ISL Shader
Mostly, it is usefull for rural/natural structures, walls an stone paths. A simple application could be as a blend between a stone and a mortar material:
http://www.tandtmasonry.com/Stone%20Pedestal.JPG
http://www.google.com/imgres?imgurl=htt ... =104&ty=43
Could cells indices play a role in affecting blended shaders like for the above (per cell hsv) ?
http://www.tandtmasonry.com/Stone%20Pedestal.JPG
http://www.google.com/imgres?imgurl=htt ... =104&ty=43
Could cells indices play a role in affecting blended shaders like for the above (per cell hsv) ?
obsolete asset
Re: Voronoi ISL Shader
Yes, of course. Thats quite straightforward.
The only thing that is somewhat complicated is to make:
- The border between cells
- The irregularness ( non straight borders )
Etienne
The only thing that is somewhat complicated is to make:
- The border between cells
- The irregularness ( non straight borders )
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
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