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sponge like shader

 
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mcrxsi



Joined: 22 Apr 2009
Posts: 6

PostPosted: Wed Apr 22, 2009 7:48 pm    Post subject: sponge like shader Reply with quote

Which is the best metod for create a shader for simulate a sponge.
I´m trying with the volume solid and a fractal4d. Is this way correct?
And, how can i blend two fractal4d?
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schoenberger
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Joined: 02 Mar 2005
Posts: 3786

PostPosted: Wed Apr 22, 2009 8:27 pm    Post subject: Reply with quote

I think you do not want to blend them (=mix, then you get a grey color => medium density), I think you want to "add" them.
So you have a fractal that produces big holes and a fractal that makes small holes.
Use the BA_multi-math shader.
Try either to subtract or multiply both fractals.

I would use the cell shader instead of a fractal.
The Cell shader produces better round holes.
Get one that makes big holes. Dublicate it, change the size to get tiny holes.
Combine both with the BA_multi-math
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Holger Schönberger
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mcrxsi



Joined: 22 Apr 2009
Posts: 6

PostPosted: Wed Apr 22, 2009 9:00 pm    Post subject: Reply with quote

[[size=7]quote="schoenberger"]I think you do not want to blend them (=mix, then you get a grey color => medium density), I think you want to "add" them.
So you have a fractal that produces big holes and a fractal that makes small holes.
Use the BA_multi-math shader.
Try either to subtract or multiply both fractals.

I would use the cell shader instead of a fractal.
The Cell shader produces better round holes.
Get one that makes big holes. Dublicate it, change the size to get tiny holes.
Combine both with the BA_multi-math[/quote]

[/size]


Ok, but where do i get the BA_multi-math. I dont found it
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schoenberger
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Joined: 02 Mar 2005
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PostPosted: Wed Apr 22, 2009 9:06 pm    Post subject: Reply with quote

Ah, it was renamed.
In the XSI render tree, section Math, "scalar multi math"
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Holger Schönberger
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mcrxsi



Joined: 22 Apr 2009
Posts: 6

PostPosted: Wed Apr 22, 2009 9:55 pm    Post subject: Reply with quote

Oh thank you!!
It seems to be working!
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mcrxsi



Joined: 22 Apr 2009
Posts: 6

PostPosted: Thu Apr 23, 2009 9:05 pm    Post subject: Reply with quote

Hi,
I spend a lot of time but i don´t get the best results.
Anyway, i have to do a sponge with the shape of a boy, and it has to be like the sponge of the red arrow. It´s possyble with the BA shaders or its better in the classic way?



I really appreciate any help.

Thanks!
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schoenberger
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Joined: 02 Mar 2005
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PostPosted: Thu Apr 23, 2009 9:23 pm    Post subject: Reply with quote

The rendering looks very hard and not like a soft volume. You you using normal shading? Perhaps you should disable it.

And reduce the shadow density.

Also, how have you textured the volume? You cannot use a 2D texture for a 3D volume.

I would start by using the volume shader and just apply the XSI cell_scalar shader to the density input.
Set the contrast in the cell shader very high to get a sharp falloff.
Set it to big holes and get the shading right, later you can add another cell for the small holes.


This is one one production example of the volume shader:






This is the sponge example (XSI 6.5)



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