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Hrvoje

Node based materials repository

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  • 1 hour ago, srek said:

    Ocean with foam is something realy complex and i honestly don't know if the node based materials in their current form are capable of it. An approximation is very doable though, but still a lot of work to create it in a usefull way. 

    I think the same. It would be a lot of work for situation specific scenario that is light and environment dependent...

     

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    10 hours ago, srek said:

    Check the attached images to see the main difference. The object is a heavily sculpted plane with hige UV distortions, in the triplanar-off image you can see the stretching very obviously. In the triplanar-on image you can see that there is no stretching, though the transition frome one projection to the next is slightly visible. The main advantage is that it takes practically no effort. Check triplanar01 for an example where a simple tileable wall image produces something that works as a secondary item in a scene within seconds.

     

     

     

    Very cool,  Srek!  Yes,  I do see the difference.   I shall have to use the Triplanar Node to avoid stretches in texures.

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  • Here is a simple "rose curve" approximation. This can be used to see how shapes/patterns are made.

     

    rose_curve.PNG

     

    Try to tile it and transform UV's, a lot of interesting patterns can be made :)

     

     

    Rose_Curve.c4d

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    Guest mbyrne
    On 10/11/2018 at 1:19 PM, srek said:

    Bevel shader has some legal aspects due to patents

    Patent? how can that be patented? :lol:

    If I am not wrong, modo and blender have them. Who is patent owner?

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    26 minutes ago, mbyrne said:

    Patent? how can that be patented? :lol:

    If I am not wrong, modo and blender have them. Who is patent owner?

    Afaik Nvidia

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    Guest mbyrne
    6 hours ago, srek said:

    Afaik Nvidia

    That is bizarre. How come we have bevel tool then, MAXON payed for patent? I was always nVidia fan, but this simply changed my view on things. What else can't we have due to patents?

     

    edit -- is this the one?

     

    https://patents.google.com/patent/US8049753B2/en

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  • Bevel tool is completely unrelated since it deals with geometry. It is 100% MAXON development. You are right about patents, some are simply, err... silly...

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    @HSrdelic @srek

     

    I've noticed a lot of setups start from get context node which is quite incomprehensible to me. Help is really obscure there. Is it a context of object which has the material? What about scenes that were posted and material is not applied? I would like to see how simple things are done, such as how some presets were made. For example, how to do a circle or triangle shader? System look very powerful, I just need some basic building blocks knowledge and workflow guidance

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  • Get context simply provides you with scene/object and other data. I don't understand all the stuff in there thoroughly but have a solid insight. In reality you don't have to understand it all to make cool shaders :)

    Here is a quick stab at circle shader. I have no clue how excatly circle preset is done, but I suspect it uses pretty much the same concept as I did. This can give you insight how this is relatively simple to do.

    Circle.c4d

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    2 hours ago, lieber said:

    @HSrdelic @srek

     

    I've noticed a lot of setups start from get context node which is quite incomprehensible to me. Help is really obscure there.

    Agreed.  It's GET CONTEXT and SET CONTEXT that mystify me the most.    They are to work in tandem?  Especially I don't know how to connect them with wires to other Nodes,  don't see where they belong in a "chain".  The helpfiles are indeed cryptic here.

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