What is the simplest *easiest way to create concentric circles via ISL on mat surface...dozens of them??
Thank you!


I cannot get the shader to work on the bump channel, it goes haywire!lycium wrote:Yeah it works off the UV map, so I guess it won't be circles unless the UV map is perfect / undistorted. It's possible to modify it to use the worldspace position or angles or something like that to get around this, but then your object also has to be perfectly aligned.
In any case, let me know if you need any changes.
Code: Select all
def eval() real :
let
c = getTexCoords(0)
in
#1 - pow(sin(length(c) * 64) * 0.5 + 0.5, 117)
1 - pow(sin(length(c) * 14), 117)
lycium wrote:Hmm, I'm not sure exactly what effect you're looking for now. As it is the shader is not really suited to bump mapping, because of that instantaneous change in colour / height; furthermore, the bump map shader expects a single value (real / scalar) and not a colour / vec3.
Try messing with this code in the bump shader:
You can tune the numbers as before in the shader editor, and you can try the other commented line to see if it's maybe more like what you want (put the # before the 2nd line and remove it in the first line after the "in").Code: Select all
def eval() real : let c = getTexCoords(0) in #1 - pow(sin(length(c) * 64) * 0.5 + 0.5, 117) 1 - pow(sin(length(c) * 14), 117)
lycium wrote:No problem, and thanks Yves/fused for helping me out
: ))))))lycium wrote:Pending investigation
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