ISL woods !

General discussion about Indigo Materials - material requests, material developement, feedback, etc..
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CTZn
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ISL woods !

Post by CTZn » Mon Jun 20, 2011 2:47 am

first result, WIP.

It's far from realistic yet, I'm just settling the basis.

Feel free to use this thread for your owns !
Attachments
2d_wood_01.jpg
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StompinTom
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Re: ISL woods !

Post by StompinTom » Mon Jun 20, 2011 6:41 am

Very nice! Looks like certain species of poplar. I need to make some time to start playing with ISL :P

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CTZn
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Re: ISL woods !

Post by CTZn » Mon Jun 20, 2011 1:39 pm

This one should look a bit closer like something :D

Say, it's 60% done. I can see a very decent parquet made out of it already. If you are the kind to model each blade then you can shuffle their individual projections in the UV editor of your 3d application and have it for real.

It is currently more contrasted than what I was after. The planar render is it contrast wise.
Attachments
2d_wood_01_2.igm
version used in the material preview scene with a slight correction in bump
(3.96 KiB) Downloaded 202 times
2d_wood_01_2_preview.jpg
2d_wood_01_2.jpg
UV unit plane, using an older bump version + tonemap + white point
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Meelis
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Re: ISL woods !

Post by Meelis » Mon Jun 20, 2011 6:25 pm

Awesome material and shader :)

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CTZn
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Re: ISL woods !

Post by CTZn » Tue Jun 21, 2011 3:34 am

Oh my, parameters UI controls are enabled in 3.0.10.

That will be some fun.
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Pibuz
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Re: ISL woods !

Post by Pibuz » Thu Jun 23, 2011 1:44 am

..there is no material studio embedded in the 3.0 version, is there?

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CTZn
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Re: ISL woods !

Post by CTZn » Thu Jun 23, 2011 2:13 am

In the eventuality that you haven't yet found the Property Editor yet then right click on one of the movable editor title (Render Settings, Scene, OpenGL Preview) to show a menu to enable it.

If you are asking wether Indigo 3.0 enables UI inputs for the user to alterate the shader, then yes it is in there !
studio.gif
studio.gif (9.95 KiB) Viewed 5903 times
The problem being for me that the material and allowed ranges must be designed very carefully since it's way easier to have everything mezzed up.
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Pibuz
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Re: ISL woods !

Post by Pibuz » Thu Jun 23, 2011 2:20 am

No no! I meant a preset material studio scene, the one we use for previewing materials in the exporter..
So one can study a material separately, on a sample scene.

Am I clear?

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CTZn
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Re: ISL woods !

Post by CTZn » Thu Jun 23, 2011 2:39 am

Sure clear Pibuz, sorry I was concerned by my own matters :)

No there isn't. I'm loading the test scene into Indigo 3.0 and use the Property Editor for this purpose. For my convenience I changed mat_db_root_scene.igs to:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>

<scene>
	<include>
		<pathname>
C:/Indigo/shaders/2d_wood_01_sandbox_2.igm
		</pathname>
	</include>
	
	<include>
		<pathname>matpreviewscene_igmesh.igs</pathname>
	</include>
</scene>
With the only restriction that the material name in the IGM must be 'previewmaterial'.

After editing this material you can save it from the File menu of the Property Editor.

You will find the mat db text scene under: \data\preview_scenes\mat_db\mat_db_root_scene.igs
Last edited by CTZn on Sat Jul 02, 2011 4:07 pm, edited 1 time in total.
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Pibuz
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Re: ISL woods !

Post by Pibuz » Thu Jun 23, 2011 2:45 am

OH, now I get it!

..You cannot create a shader from scratch with the UI, but if you load a material which uses a ISL shader, that will be editable?

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CTZn
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Re: ISL woods !

Post by CTZn » Thu Jun 23, 2011 2:51 am

Well you can create new materials to the scene while rendering but you can not attach them to a mesh yet, it seems...

Yes, assigning an external material from the exporter to a mesh will allow you to tweak it in any scene and save it. That external material may embed additional UI controls for specific use (materials must be written on purpose).

Tell me I didn't miss your point :D Or did as well.
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Pibuz
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Re: ISL woods !

Post by Pibuz » Thu Jun 23, 2011 3:10 am

You totally got me CTZn :lol:

My ISL-noob question was about some basic tweakings of ISL shaders.

Let's see if I can make an example..
At the moment one can choose between spectrum, texture or ISL shader, am I right? But the ISL shader implies to paste a created code inside the dedicated window.
I am looking for a new entry in the spectrum drop down list (or in the shader zone, as well) which says "ISL shader type" and then let you choose some "presets" to be tweaked at will with simple sliders, say for example "noise", "perlin", speckle", etcetera.

At the moment one has to manually write a ISL shader, isn't it? Many people want to use procedural textures without the hassle of learning a programming language, like me :mrgreen:

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CTZn
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Re: ISL woods !

Post by CTZn » Thu Jun 23, 2011 4:21 am

I see your point Pibuz, and I don't see why we wouldn't be able to do this in the future.

So far the development effort @Glare was aiming at the renderer's core, but this included also architectural improvements allowing to introduce a much greater flexibility. 'Improvements' might be an eupemism, I think that the way Indigo handles data has been rewritten.
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CTZn
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Re: ISL woods !

Post by CTZn » Fri Jul 01, 2011 12:59 pm

I think I'm going 3d...
Attachments
mat_db_root_scene.jpg
the 3d draft
new_2d_wood_00.jpg
somewhere into redoing the 2nd try
bark_00.jpg
some pine bark ?
wood3D_00.jpg
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Lemo
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Re: ISL woods !

Post by Lemo » Sat Jul 02, 2011 10:51 am

Neat stuff
Is it similar to 3d textures in Maya?
How does it looks on a complex model?

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