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trying to use a .glsl procedural noise but not having much luck

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  • trying to use a .glsl procedural noise but not having much luck

    Hello

    im trying to use a .glsl open sorce texture from https://github.com/BrianSharpe/Wombat

    but i cant for the life of me get it to work. I appreciate that these textures might be too old for vray support or im missing a trick, any advice would be apreciated.

    thanks

    matt


  • #2
    We'll investigate. Meanwhile, you can check out the VRayBerconNoise texture, which has some of the referred noise profiles.
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      Hi Alexsander,

      thanks for your reply

      yes i have been playing with the vray bercon noise its almost there but what im looking for is a cellular noise that starts from a hexagonal array rather then a grid. Like the attachment below, taken from this site https://briansharpe.wordpress.com/20...simplex-noise/

      Click image for larger version  Name:	simplexcellularsample.jpg Views:	0 Size:	37.1 KB ID:	1096002

      thanks

      matt

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      • #4
        Give a shot with the standard Maya cell node, leather node actually
        Last edited by damaggio; 15-12-2020, 12:04 PM.
        https://www.artstation.com/damaggio

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        • #5
          Hi damaggio

          I must be blind, but where can I find this Maya node.

          Thanks
          Matt

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          • #6
            Sorry Matthew, I was out on the street when i typed it, its a texture under Maya 3D Texture in the hypershade called Leather, is also decent to fake some foam in the water.
            https://www.artstation.com/damaggio

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            • #7
              Hello Matthew,

              The Wombat code is fine but it's just a collection of functions and not full-fledged shaders. In order to see anything, a main function is needed (the entry point of the shader) which is expected to produce output by writing to gl_FragColor. I'm attaching a couple of very simple shaders, based on Cellular3D and Perlin3D_Deriv, just to illustrate how these can be turned into real shaders.

              Best regards,
              Ivan
              Attached Files
              Last edited by ikomitov; 18-12-2020, 03:20 PM.

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              • #8
                Hi ikomitov

                Thanks for taking a look much appreciated for your efforts. I'll have a play Monday.

                Merry Christmas

                Matt

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