Grass
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
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Grass
Did you check out Maxwell grass or Vray grass?
Something similar would perfectly fit for Indigo; making it even more attractive for archviz.
Something similar would perfectly fit for Indigo; making it even more attractive for archviz.
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: Grass
http://support.nextlimit.com/display/maxwelldocs/Grass
I'm not aware of an exporter implementing the Indigo Scatter, it would take this in order to make it user friendly.
See http://www.indigorenderer.com/forum/vie ... =7&t=12085 and http://www.indigorenderer.com/forum/vie ... =7&t=11528.
The curve primitive is still... apendingrequest argh too late
I'm noting that the "initial angle" feature is similar to my request of perturbed bump mapping/displacement
For completeness they did a good job.
I'm not aware of an exporter implementing the Indigo Scatter, it would take this in order to make it user friendly.
See http://www.indigorenderer.com/forum/vie ... =7&t=12085 and http://www.indigorenderer.com/forum/vie ... =7&t=11528.
The curve primitive is still... apendingrequest argh too late
I'm noting that the "initial angle" feature is similar to my request of perturbed bump mapping/displacement
For completeness they did a good job.
obsolete asset
Re: Grass
I would suggest a solution using implicit surface for the grass leaves and Indigo scatter to fill the defined area.
CTZ, regarding your your "perturbed bump mapping/displacement" I also thought about usefulness of "multi displacement mapping" (thats how I call it ^^).
Simply allow having Indigo using a Displacement map at first, for general shape adjustment, and then another one for detailed deformations that now use the modified normals of the mesh and breaks free from the simple base mesh structure.
Being able to define subdiv in between these displacement procedures would be an feature for advanced material generation
CTZ, regarding your your "perturbed bump mapping/displacement" I also thought about usefulness of "multi displacement mapping" (thats how I call it ^^).
Simply allow having Indigo using a Displacement map at first, for general shape adjustment, and then another one for detailed deformations that now use the modified normals of the mesh and breaks free from the simple base mesh structure.
Being able to define subdiv in between these displacement procedures would be an feature for advanced material generation
polygonmanufaktur.de
Re: Grass
One of the reasons we added the scatter tool was for grass.
As you can see it already works quite well for scattering plants over a surface: http://www.indigorenderer.com/forum/dow ... &mode=view
There is the question of how to make it easy to use for the artist. Currently you need to write ISL to specify the distribution of scattered objects, their orientation etc..
One possibility is to make an actual specific grass tool like Maxwell.
As you can see it already works quite well for scattering plants over a surface: http://www.indigorenderer.com/forum/dow ... &mode=view
There is the question of how to make it easy to use for the artist. Currently you need to write ISL to specify the distribution of scattered objects, their orientation etc..
One possibility is to make an actual specific grass tool like Maxwell.
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Grass
Maybe it doesnt have to be that advanced.
Simply geometry generation with an defineable amount of instancing percentage could already do the job with high performace?
Simply geometry generation with an defineable amount of instancing percentage could already do the job with high performace?
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Grass
A nice simple designed tool in the Indigo GUI (and later in the exporters maybe) would be the best way.
Have a look at the Maxwell interface; it is really simple and clear.
Have a look at the Maxwell interface; it is really simple and clear.
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: Grass
Let the Exporters do the ISL translation to Indigo, by creating custome Shaders inside the 3D Programm.OnoSendai wrote:There is the question of how to make it easy to use for the artist. Currently you need to write ISL to specify the distribution of scattered objects, their orientation etc..
One possibility is to make an actual specific grass tool like Maxwell.
I also realy don't need a Viewport preview of the grass so that the viewport performance breaks down!
define a mesh or a polyselection of a mesh, put on that the "ISL Surface Scatter Shader" and define the mesh(es) to splat inside that shader plus some parameters etc.
Should be a straight forward task to implement for all exporters!
polygonmanufaktur.de
Re: Grass
Zom-B: Sounds like a good way of doing it.
I'll discuss this with the exporter writers.
I'll discuss this with the exporter writers.
Re: Grass
Defining a good base shader for scattering is here a important step.
- possibility of multiple Meshes to splat
- Scale control via BW map
- Dense controle via BW map
- control of alignment: normal direction, X, Y , Z
- camera clipping on/off
- intersect splatted meshes on/off
- Albedo color modification set by area, like here
- ...
these parameters should be "quite easy" to feed by exported variables out of the 3D app.
- possibility of multiple Meshes to splat
- Scale control via BW map
- Dense controle via BW map
- control of alignment: normal direction, X, Y , Z
- camera clipping on/off
- intersect splatted meshes on/off
- Albedo color modification set by area, like here
- ...
these parameters should be "quite easy" to feed by exported variables out of the 3D app.
Last edited by Zom-B on Thu Jan 24, 2013 5:33 am, edited 1 time in total.
polygonmanufaktur.de
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Grass
I think that numeric density values would be useful, too. Length also.
So you can change these parameters in Indigo GUI if something doesnt fit.
Maxwell uses a value per square meter...
So you can change these parameters in Indigo GUI if something doesnt fit.
Maxwell uses a value per square meter...
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: Grass
Length and density metrics can be defined by the respective shaders, that's not an issue in itself.
Having parameters defined as wavelength independent whenever possible. Constant, texture or shader, what else ?
I was thinking of a parametric surface as an hair primitive, dare ? One could define a curve without an actual curve I'm guessing.
Having parameters defined as wavelength independent whenever possible. Constant, texture or shader, what else ?
I was thinking of a parametric surface as an hair primitive, dare ? One could define a curve without an actual curve I'm guessing.
obsolete asset
Re: Grass
..don't forget the bending parameters to add some modifications to the base mesh!
Grass could be defined as a straight strand, and then bended to get the grass-y feeling; anyway, also useful for fur carpets, at the moment inexistent in the Sketchy world..
Grass could be defined as a straight strand, and then bended to get the grass-y feeling; anyway, also useful for fur carpets, at the moment inexistent in the Sketchy world..
Re: Grass
I think this can be done by selecting among a few different strand models.Pibuz wrote:..don't forget the bending parameters to add some modifications to the base mesh!
Grass could be defined as a straight strand, and then bended to get the grass-y feeling; anyway, also useful for fur carpets, at the moment inexistent in the Sketchy world..
Re: Grass
That is kind of a overkill if you ask me.Pibuz wrote:..don't forget the bending parameters to add some modifications to the base mesh!
Grass could be defined as a straight strand, and then bended to get the grass-y feeling; anyway, also useful for fur carpets, at the moment inexistent in the Sketchy world..
I see that shader splat a variation of meshes over a area, not bending each grass leaf
But a batch of premade grass patches into that shader and everything should be fine.
Something I forgot to request above is a possibility to alter the diffuse color of the splatted meshes not by each model, but by area, just like here: http://www.indigorenderer.com/forum/vie ... 91#p118891
polygonmanufaktur.de
Re: Grass
Sorry..
I always thought to this Indigo shader to be quite similar to 3dsMax's hair and fur modifier, which, I assume, creates the geometry from scratch, starting from a distribution and including some modifiers.
..sort of a modeling package tool, now that I think about it: not too pertinent to a renderer..
I always thought to this Indigo shader to be quite similar to 3dsMax's hair and fur modifier, which, I assume, creates the geometry from scratch, starting from a distribution and including some modifiers.
..sort of a modeling package tool, now that I think about it: not too pertinent to a renderer..
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