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Tech Artist - What are you working on: FOREVER Edition!

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  • Klunk
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    Klunk ngon master
    I've been implementing my own com server for max (going through mxs can be a bit of a faff :) ) to add addition dev tools  anyway it paid dividends straight away helping to get a better algorithm for find what in or not in a polygon not matter what the depth or heirarchy.



    now onto how to deal with intersections, my brain hurts!
  • malcolm
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    malcolm polycount sponsor
    That is so neat.
  • slrove
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    slrove polycounter lvl 5
    Wow, that is impressive Klunk.  B)
    When I first saw some of your posts about this, I was wishing I had an easy way to create something like this for a terrain shader I had developed. The shader mixed materials based on vertex color so certain terrain features would require specific vertex placement to retain material transitions. For example a dirt path would need the vertices along the edges to blend into the terrain nearby, and my only method at the time was painting in subdivisions essentially. When the terrain was a grid, it was too easy to spot the "resolution" even with height blending and soft vertex color changes. This would be awesome to have(if I were in max) becuase I can't trust maya's booleon operations, especially with history.
    Developing solutions that cause brain pain isn't all bad (in healthy doses). Its just a sign you are pushing your understanding of some very technical processes.
  • Klunk
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    Klunk ngon master
    playing around with a different triangulation routine I stumbled upon.....
    top is the new one, middle is the sweepline (which is what I tend to use though it's not without it's issues) and max's good ol' ear clipping standard bottom. You can get a similar result for the sweepline for the circle if you scale it down in x or y just to resolve the topology but you would need to know this before hand.
    in conclusion, on what you would normally come across it does a pretty good job the x & c would be a pretty rare occurance in the "wild" that said it does a pretty good job on the c :astonished:

  • poopipe
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    poopipe grand marshal polycounter
    ohhh, that's not bad at all 

    what's it called?  or did you invent it?

    ear clipping sucks - i've been getting good results using a version of the old triangle library I ported to python but I don't think it would work that well on the circle
  • Klunk
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    Klunk ngon master
    Not I :) , found it in a book.... mathematics for 3d game programming and computer graphics Eric Lengyel page 270 (IIRC he did a method for generating tangent space vectors)
  • Klunk
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    Klunk ngon master
    had a bit of a doh! moment and a humble brag ;) I wrote a documentation generator a while back to handle my MXS extension function libraries (i tried DOxygen but never really liked it's output). It basicaly works by using embedded xml snippets describing functions and it arguments but also as documentation within the code too, it the converts the snippets in html. Its then called post build and pipped to HCC compiler. Anyway I recently needed to update it for documentation of the max com server I was working on which is a cpp interface. Anyway to cut a long story short I discovered the wonders of style sheets :anguished: and the em tag. Everything is just so easy now :) what the fuck was I thinking !!! It's about 3 times faster a gizillion times less complicated and files are now miniscule! I've included a sample file (though note the colors and fonts are just messing around and one of the font may not display as intended)
  • Klunk
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    Klunk ngon master
    down the rabbit hole today :)

    working on how my tree generator operates as a point emitter -- how fronds and or leaves are distributed, well partularly how the normal directions are aligned (the position bit is a piece of piss)

    had the idea of a wheel like control with regions that turn on and off when on the normals can go in that direction and off they can't.

    then it hit me, thats a gradient ramp of sorts with a radial output and actually a gradient could be useful.

    cool I've got one of those but it takes up a lot of bloody room and not very intuitive with a radial output :/

    what about an actual radial gradient control much like the gradient ramp, bit more compact....

    so off we go, and now I'm working how render "3d" marker stops that work correctly in any direction :anguished: 



    least it will look "pretty" :)
    how it might look in a max rollout

    perhaps a little busy :anguished: , might be best in it's own dialog :/

  • poopipe
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    poopipe grand marshal polycounter
    wait up... explain that again

    I dont care about the UI - what's the logic as you run up the tree?
  • Klunk
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    Klunk ngon master
    in the above example the emitter normals would be most likely point  in the direction where the gradient is whitest when looking end on to a branch (radial angle), the longitudinal angle is pretty simple. 
    the most obvious example would be to make something like....

    using something like....

    or something like....

    with...

    have also been considering a "3d ball with cones (think spotligh cones hotspot & fall off)" gizmo one for the start and one for the end think that may get busy too.
    I do have a working solution already...

    just needs tweaking for more specialist cases so to speak.

  • poopipe
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    poopipe grand marshal polycounter
    ah - now it makes sense. 

    this is coming on rather well.  
    death to speedtree!!

  • Klunk
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    Klunk ngon master
    I doubt it :) they have some good tech but i never liked it (too many "duff" trees and too many sliders)
  • Klunk
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    Klunk ngon master
    it works after a fashion....


    still trying to find ways of improving the middle of the gradient :/
  • ZacD
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    ZacD ngon master
    Could go the lazy route a put a dot in the middle :)
  • Klunk
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    Klunk ngon master
    I'm thinking big hole ! ;) I could stick something in there or have opacity stops running on the inside

  • hanabirano
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    hanabirano polycounter lvl 5
    Klunk said:
    playing around with a different triangulation routine I stumbled upon.....
    top is the new one, middle is the sweepline (which is what I tend to use though it's not without it's issues) and max's good ol' ear clipping standard bottom. You can get a similar result for the sweepline for the circle if you scale it down in x or y just to resolve the topology but you would need to know this before hand.
    in conclusion, on what you would normally come across it does a pretty good job the x & c would be a pretty rare occurance in the "wild" that said it does a pretty good job on the c :astonished:

    This is rly cool! Is it possible to have the top one has a modifier and with the option of only doing quadringulation?
  • Klunk
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    Klunk ngon master
    thanks, quadifying meshes is proper "down the rabbits hole" stuff :) 

    on a side note this was a fun bit of coding.... radial checker (to show transparency)
     
  • Klunk
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    Klunk ngon master
    add new method for my spline emitter for the distribution to avoid clumping on inside corners and sparsity on outside corners

    a few issues on closed spline with max sdk returning some funky tangent values on corner knots  :/

  • SimonT
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    SimonT interpolator
    I'm working on a little game and made a breakdown post on artstation: https://www.artstation.com/artwork/OG6A5e
    (sorry, the forum seems very broken and neither my preview image as link nor upload shows up....)


  • ZacD
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    ZacD ngon master
    I hope this is tech arty enough, but a simple procedural powerline setup in UE.

    https://www.youtube.com/watch?v=uM5UJWxy6TM
  • Klunk
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    Klunk ngon master
    been playing around with adding perlin noise to my gradient controls.....

  • poopipe
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    poopipe grand marshal polycounter
    is that a custom curve for interpolation at the bottom? 
  • Klunk
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    Klunk ngon master
    yeah, it's a bezier ease control (it's actually a "double" bezier to give it more of a kick ;)  ), same as the one at the top (which is an overall control where as the bottom one is a per stop variant). 

  • Klunk
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    Klunk ngon master
    on a side note this is quite weird, I'm not sure whats causing it but when adding the gradient with noise as a vertex color angled across a 100 by 100 segment plane you get an odd interference pattern when the octives are 8 or higher. And It only happens when angled.


  • poopipe
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    poopipe grand marshal polycounter
    does it happen at a lower octave count when the mesh is less dense? 
    does it happen at not 45 degree rotation?

    I've seen this sort of artefacting before but the exact cause escapes me for the moment
  • Klunk
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    Klunk ngon master
    looks like something to do with (my/max) interpolation with quad diagonal when theres extreme variation across a small range.

  • poopipe
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    poopipe grand marshal polycounter
    there's probably not much you can do about that unless you're ok with altering the input mesh right?
  • Klunk
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    Klunk ngon master
    I don't think it's a "real world" issue anyway it's a pretty unlikely scenario :) though there not a tool on the planet an artist can't break in short order ;)
  • poopipe
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    poopipe grand marshal polycounter
    There are no bugs you can't fix with documentation 
  • Klunk
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    Klunk ngon master
    been mucking about with a simple stone generator for max

    it's basically a geosphere with random clipping planes (the demo object has a mesh smooth with 2 iterations on it plus some box mapping). Anyway the script is attached for anyone who wants to play :)
  • Klunk
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    Klunk ngon master
    interestingly (well to me anyway  =) )  I can randomize scripted plugin objects in my scatter tools.... you can invalidate the mesh using SimpleObject::MeshInvalid(); which forces the mesh to be rebuilt then in the script you change
    seed rseed to seed (random 0 65535)
    and voilà a new mesh at every spot




  • Klunk
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    Klunk ngon master
    for some applications using my point/ray clouds I need some objects to use all the points and some to use only some of the points. So I created a limiter helper (I would have used a modifier but then it's still up to the caller to decide which to use the mod or the base object and that created some issues). So the limiter just create a point cloud with a percentage of the original point with the ability to bias that pick with the color of the point). And as now all my point clouds are pipeline objects I can use all my vertex shading mods to handle the bias  B)

     
    the above demo wasn't what it was designed to do but is a useful idiot :) Also I could get a similar result with map based distribution
    with fractal noise shading


  • Klunk
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    Klunk ngon master
    added some phong specular lighting to a normal mapped camera facing shader.


    the top and bottom spheres are actual spheres for reference all the others are just quads which in reality looks like...

    though enlarged somewhat.
    something a bit more subtle...

    probably not that subtle :) without the phong spec....


  • Senorpablo
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    Senorpablo polycounter lvl 11
  • Klunk
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    Klunk ngon master
    thanks, the maths is really "weird" especially getting the light and view directions for the pixel shader (screen space) and a different light direction for the vertex shader (view space) as the lighting and normals come in two parts.... one for the overall clump of points handled in vertex shader and then each billboard handled in the pixel shader. Tuning the 2 together is a bit hit and miss too :anguished:
  • Klunk
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    Klunk ngon master
    bit of max hackery    B) it's wrong on so many levels  :)
    inline HWND getColorPickerHWND(ColorPicker* picker)
    {
    	if (!picker) return NULL;
    	return (HWND)((int**)((int**)picker)[1])[1];
    }

    you could Enumerate the all Windows looking for windows with class "#32770" and title text beginning "Color Selector:..." far too much dull coding ;)
  • apb
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    apb polycounter lvl 4
    Klunk said:
    :)

    seems like old ground and it is in a way created an Outliner interface to better integrate some of my tools.... basically anything with an "outline" mesh, spline or modifier can be can be used as a "cutter",

    a plane in plane





    Crawling back to the forums nearly 4 years later since I initially posted the question to re-ask if this had become available for use in the meantime by any chance? The "cut 'n' stitch" dynamic here is just wonderful and would save a lot of manual work. Fingers crossed!
  • Klunk
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    Klunk ngon master
    I'm sorry I can't support the latest versions 
  • poopipe
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    poopipe grand marshal polycounter
    I've been building a little OpenGL shader development environment loosely inspired by shadertoy.
    notable features:
    you can use any editor you like (nvim or you're weak)
    works on linux
    autoloads saved glsl files
    supports #includes
    reports shader compilation errors properly
    poops out your full shader with line numbers to the console so you can debug the aforementioned errors
    clicking on a pixel prints the output color as 32f - which is good
    saves output to a 32bit exr 

    It's in python 3.12 and untested on windows  - I'll likely open it up on github at some point fairly soon
    here's a really exciting picture of a test shader and some windows with text in...


    Edit:
    didn't think it was worth a new post really but since last time.. 
    rewrote fragment shader construction code  
    added texture includes 
    made sure it works on windows 

    wrote (i.e stole from IQ) some sdf libraries and mucked around with them (picture below)


    There's some quality of life stuff to sort out before I open this up but I'm getting there,  mainly I want to make use of all uniforms optional so I can get rid of the filthy hack at the top of main() 
  • Klunk
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    Klunk ngon master
    found a way to conform the cutter to the surface it's cutting... requires a reference to the surface otherwise you'd end up in "death loop of hell" followed by max going down :)


    useful clean drop in mesh... it requires a pre "normals to map mod" with a post "map to normals" to appear seamless
  • Klunk
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    Klunk ngon master
    added some "procedural" vert weighting to my stump object as my conform mod will use it if it's available :)
     
  • pi3c3
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    pi3c3 polycounter lvl 13
    Klunk said:
    added some "procedural" vert weighting to my stump object as my conform mod will use it if it's available :)
     
    I bet you are just dragging them on othe surfaces. :D It's satisfying like hell. :)
  • Klunk
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    Klunk ngon master
    it's really just a lot of hidden morph targets ;)
    combo of the last two....


  • Klunk
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    Klunk ngon master
    all of the above led to a map to vdata (soft selection) modifier....

    plane  is using a gradient ramp map (radial to box etc) piped through the conform mod 
    another variation a straight map channel to vdata mod

    this is vert color noise (varying the phase)  converted to weighted vertex selection and conformed to the sphere
  • Klunk
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    Klunk ngon master
    added an option for a look at constraint node for the projection direction for the conform.... the plane has a path constraint to a circle with a noise on the radius and conformed to the sphere.

  • Klunk
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    Klunk ngon master
    following the straighten mapping thread and the using projection technique I modified my conform mod to work on just the selected faces....

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