Procedural Scratch Maps?

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Whaat
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Procedural Scratch Maps?

Post by Whaat » Mon Aug 11, 2008 10:23 am

So..is it possible to create a procedural scratch map using the indigo shader language? Does anyone want to take a shot at creating one? Ono...can you help out here? :)

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Olis
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Post by Olis » Mon Aug 11, 2008 10:30 am

It would be quite wonderful :D
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Deus
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Post by Deus » Tue Aug 12, 2008 2:51 am

Search before posting thanks

Tay Zonday err I mean Ono Sendai has already made it. Don't know if it renders properly with available version

http://www.indigorenderer.com/joomla/fo ... 8&start=75

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cpfresh
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Post by cpfresh » Tue Aug 12, 2008 9:17 am

sorry if i dont agree with you deus, but thats not what i think of when i hear scratch map. scratch map to me would be a bunch of random scratches in some random directionsn -- certainly not covering the entire object. more like typical wear and tear. great suggestion whaat. sounds like tricky math to me :0

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OnoSendai
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Post by OnoSendai » Tue Aug 12, 2008 9:34 am

A purely procedural scratch map as described by cpfresh would be quite tricky, I think. However I think it could be done using a source texture of a scratch, perhaps repeated randomly over the surface.

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Whaat
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Post by Whaat » Tue Aug 12, 2008 10:18 am

thanks ono...cpfresh got it right.

methinks we need a random number generator in the indigo shader language. :)

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OnoSendai
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Post by OnoSendai » Tue Aug 12, 2008 10:20 am

Whaat: there's functions for generating procedural noise.

Deus
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Post by Deus » Tue Aug 12, 2008 12:00 pm

To be honest the BEST way of using procedurals is to add high frequency information to textures. What I mean you have the basic shapes in the texture and modulate it using procedurals.

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CTZn
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Post by CTZn » Tue Aug 12, 2008 12:55 pm

Maybe one can declare pairs of points on a surface within a given UV range (length of scratches), then interpolate UVs from one to the other. If sample is on marked UV (+/- scratch width), then draw scratch color.

Or draw a point and stretch its UVs...

:) :?:
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v_mulligan
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Post by v_mulligan » Wed Aug 13, 2008 6:15 am

You might want to take a look at the procedural scratch maps that are achievable with DarkTree Textures. Maybe someone can guess how that algorithm works and reverse-engineer something similar.

I know a few tricks for making scratch maps in the Renderman shading language. Maybe some of them will carry over to Indigo...

neo0.
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Post by neo0. » Sun Aug 17, 2008 9:33 pm

Whaat, are there plans to incorperate ono's new shaders into the next skindigo release?

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