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VestanPance
04-27-2003, 03:29 AM
I just posted this in the "Material/Shader Resource links" section but I wanted to give y'all a heads up here too.

I was getting sick and tired of having to look through all the noise options in the SLA nosie shader so I just made a chart.

Have fun!

JIII
04-27-2003, 03:46 AM
sweet dude this is looking to be mighty helpful.

there is also a deepshade chart somewhere if someone wants to dig that up and post it.

VestanPance
04-27-2003, 04:18 AM
If anyone has a big monitor (or just likes to pan back and forth a lot) and would like a bigger version just let me know. I made this one to fit 15" pretty much.

kiwi
04-27-2003, 05:58 AM
Excellent :thumbsup: ....I know the feeling well....{"Now was it hama or luka I was looking for?,ah crap it was displaced turbulence!},as you run up and down the sub menu for the 30th time :D


Stu.

manlio
04-27-2003, 09:11 AM
Thanks Vestan! :thumbsup:

michaeli
04-27-2003, 11:38 AM
Thanks! :beer: :beer:

squidinc
04-27-2003, 01:51 PM
nice one vestan :thumbsup:

artemesia66
04-27-2003, 02:28 PM
you rule, guy. :airguitar :buttrock:

flingster
04-27-2003, 03:23 PM
thanks for this...very useful.
:bowdown: :bowdown: :bowdown:

flingster
04-28-2003, 10:11 PM
VestanPance: on the subject of noise...did you see this cellular shader?
http://www.welter-4d.de/plugins.html

I was also wondering whether people have any tips of using noise? cos well i have difficulty controlling it...eg which type to use for cracks...what to use for dust...etc...whats sema good for...i did this cool thing with whatever...magnifying it...shrinking it...contrast etc...etc...its all so trial and error...i have real problems telling/controlling the end result...any tips...ideas...well would be appreciated...anybody...thanks.
:shrug:

JoelOtron
04-28-2003, 10:22 PM
Check out Jeremy's site. He's the SLA noise guru. As far as what is each thing good for? Well, thats all up to you. SLA was made to be explored, its a very organic process to delve into SLA, thers so many things you can do with fusion.

flingster
04-28-2003, 10:26 PM
yeah i knew i'd get an answer like that...damn...
but you know if you shrink or enlarge a noise..its very difficult to see what the result is as the preview box is so small...even changing the object type etc...its hard to get a concept of how its gonna work in a particular channel. i guess this comes with experience...and hours of trial and error.

so whats fusion good for...for example?
heh heh

JoelOtron
04-28-2003, 10:32 PM
Take a read of the manual or play around for a few hours with all the bhodinut shaders.

They really do have a lot of deep features and you do need to take the time to gain the experience--but its worth it.

Just start with a sphere and apply different shaders to it and render. Doesnt take very long to render a sphere.

Again looking at Jeremy's site will get you started.

Fusion lets you mix multiple shadersmaterials together. You can have an endless mix of fused textures.

Its hard to explain and needs to be experienced since SLA is a more organic process--not as straight forward as a tile shader or a cell shader.

flingster
04-28-2003, 10:52 PM
sorry did i just ask...whats fusion good for....COFFEE...more coffee.....
:banghead: :banghead:

i know what youre saying joeld but as you well know the documentation well sux....i think i'm gonna take your advice when i get chance...problem is...when i do get home and get chance...i can lose a couple of hours...messin', learning, tweaking, playing...and not really have much to show for it...apart from a slightly better understanding...arrh well i suppose i gotta give myself a kick up the arse and become a bit more constructive..!

VestanPance
04-28-2003, 11:35 PM
Nevermind... Missunderstood...Carry on. :thumbsup:

JoelOtron
04-29-2003, 01:23 AM
Originally posted by flingster
sorry did i just ask...whats fusion good for....COFFEE...more coffee.....
:banghead: :banghead:

i know what youre saying joeld but as you well know the documentation well sux....i think i'm gonna take your advice when i get chance...problem is...when i do get home and get chance...i can lose a couple of hours...messin', learning, tweaking, playing...and not really have much to show for it...apart from a slightly better understanding...arrh well i suppose i gotta give myself a kick up the arse and become a bit more constructive..!

Sorry if I didnt answer your question :)

Again, fusion allows you to mix or "fuse" multiple textures or shaders together, 2 at a time. Open up the fusion shader and theres a base channel ino which you can apply any other texture you want, even another fusion shader. Then above that there is another field into which you can apply another texture. You can choose the interpolation of how the 2 mix (if you are familiar with photoshop, you will recognize the choices you have: screen, add, multiply, etc).

As far as "WHAT" to use it for, well, there isnt a real specific use.

I can post an exaple of a fusion shader I made later this evening.

In the meantime, check out Jeremy's site if you wish--I learned a lot by picking a part his files and trying to replicate his results:

http://www.jeremyw.com/C4D_Stuff/C4D_Links.html

Go to SLA explorations (the other stuff is fun too).
Also there are some good tutes for SLA here for creating landscapes and clouds:

http://clouds.liquid-light.org/tut1.html

http://land.liquid-light.org/

As for your original question about controlling size and scale, its all trial and error--thats how I do it at least. If 200 is too small I pump it to 2000, or vice versa...

Hope that helps
:)

JoelOtron
04-29-2003, 02:22 AM
As promised here are some examples (scuse me for no posting direct but I always have trouble with that)

Here is a sphere with a fusion shader I created applied to the color channel, bump, specular and displacement channels:

http://www.joeldubin.net/test/fusion.jpg

You'll notice that the bump map is irregular and changes from smooth to rough. You'll also notice that the color changes from tan to gray.

Here is a snapshot showing my settings in the bump channel:

http://www.joeldubin.net/test/fusion_bump.jpg

The shader is created by 1st creating 3 separate 3dnoise shaders to my liking and applying them to the BLEND CHANNEL, the BASE CHANNEL (poxo in his case) and you have the option of also creating a MASK out of a 3rd texture in the MASK CHANNEL. I applied a 3d noise shader there too (dont remember which) Whatever is white shows through whatever is black is masked.

I added the mask becuse I wanted there to be areas where one material was prevalent over the other rather than mixing them together straight. I used the add funtion on the left of the fusion windo to mix the materials and kept the opacity at 68%.

Here is the color channel which is basically the same fusion shader only in color:

http://www.joeldubin.net/test/fusion1.jpg

So as you can see you can create endless mixes of textures. You can take this shader and apply it to the base channel of another fusion channel, and so on and so on...

Hope that helps a bit.

flingster
04-29-2003, 07:30 PM
ok thanks for this i wasn't implying you need coffee...i mean't me...for asking whats fusion...i was being a bit stupid!!! what can i say long day on a training course for ms 2000 exchange in the enterprise will do that to ya!!! heh heh.
thanks for the pics, links and explanations...v useful.

what i was really getting at and what you have highlighted anyway is how do i know to choose say poxo noise over say fbm or pezo....but i guess its all about what you want and experimenting...i mean if i enlarge to say 500% then scroll down the noise list i can see pezo and fbm look pretty similar...not the same of course but similar...so you got your effect you wanted...but lets say i wanted crumbly rock...or meteor...or strata rock layers....you see the noise needs to be different...and i really wanted to know if there were any hard and fast rules people used...like say....poxo is good for rock...dunno hope you get what i mean.

I saw a HDRI image from janine and got the sample file...in there she used noise to get the cracks on a bowl...or the brush strokes on the side of an egg cup....now you can see the noise settings she used but knowing to do/use that setting initially thats what i wanted to know...maybe a rule or theory...rather than like me when i wanted to change some of the settings....maybe tweak something...then i spent an hour....and the setting changes didn't carry...what can i say....anyways i suppose i'll get there "eventually"....heh heh...
http://www.3dluvr.com/janine/pics/tray.jpg

JoelOtron
04-29-2003, 07:54 PM
Thats cool flingster.

The thing about SLA noise is that it really does take experimentation--I almost never have a pre-conceived notion over which noise I'm gonna choose--I still go through them all and try test renders to pick the one that works best with what I want to achieve. Thats me though--others may have figured out which noise settings work best with a desired material.

But heres an attempt anyway. There are some features that should stand out by looking at the shader chart.
For instance, poxo consists of lots of small circles--this might be a good one to use in your bump map for craters. I used it in a fusion shader to make a bone texture for the pelvis model which I use as my avatar.

You probably wouldnt want to use box noise or cell noise for water, but Luka might work better.

Random is very fine noise and works well for snow or salt or anything with a very fine granulation.

FBM is excellent for a grassy field and also for snow.

Cranal has a very dense but regular bump pattern, maybe good for the skin of an orange. Or almost anything else that needs a texture that looks like cranal. :)

A tip: when using the SLA noise, always use them in both your bump map and your color map--with color values of course.


As for cracks, if you look at sema you can see that it is composed of whiite wavy lines that may lend well to cracks. May want to start there. (?)

flingster
04-29-2003, 08:35 PM
yeah thats what i was talking about...top man...:thumbsup:

i found those settings for janines bowl and egg cup it was...voronoi 3 set at 40% this gave her a subtle porcelain look in bump (contrast 100%, high clip 9%...the rest 0%...washing out cell look and turning it into an outline).
then for brush strokes on the egg cup...in colour channel...buya with with u scale at 1000% to give the lines...very cool.

(funny enough she used two materials for the strip across the top but one with noise in colour buya 1000% in u scale and one in v scale then gave it colour....what i really liked about it was its simplicity and that comes down to experience...i was just trying for hard and fast rules. Also voronoi 3 at 40% in the preview image in sla looks like a load of dots (bump -5%)...but when placed on an object....comes out as egg shell looking cracks...especially when viewed in say mymate....i'm just confused cos what i see in preview is not really what i end up with on my image...

that said...i used that voronoi 3 setting in fusion with a base of voronoi 1 at 800% then subtracted it and got a nice patchy feel to it...that i used on my own bowl image...

goddamn it this is so damn hard...and well frustrating
thanks again joel...

:shrug:

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