Flakes/Glints

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Flakes/Glints

Postby Jolbertoquini » Thu May 27, 2021 9:47 am

Jolbertoquini Thu May 27, 2021 9:47 am
Hi Guys,

Such great interesting paper about flakes/glint http://igg.unistra.fr/People/chermain/real_time_glint/ also an web GL version http://igg.unistra.fr/People/reproctex/Demos/Real_Time_Glint/ I'm wondering if such thing would be able to do on the shader as new feature, I use flakes as OSL script at the moment made by Mads Drøschler based on triplanar position work great but require tweek for scale and etc, but honestly is one is just amazing here a link https://github.com/gkmotu/OSL-Shaders/blob/master/Flakes.osl better then the actual on the Live DB.

well this could be a lovely feature inside octane shader?

Best,
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Re: Flakes/Glints

Postby leehenshall » Sat Jun 19, 2021 10:28 am

leehenshall Sat Jun 19, 2021 10:28 am
Wow this Flakes.osl is much better than the old chaos group one. Thanks for sharing this.

The Realtime glint example is really impressive. It would likely be much more render efficient when trying to make a really dense glitter effect than using a normal map.

I did post a feature request months ago for better native car paint flakes etc but I think this should also apply for glitter effects.

https://render.otoy.com/requests/?qa=58 ... car-paints

Rendering sand and snow would be much easier with an off the shelf glint material layer/bsdf or integrated osl.
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Re: Flakes/Glints

Postby Jolbertoquini » Wed Jun 23, 2021 3:24 pm

Jolbertoquini Wed Jun 23, 2021 3:24 pm
leehenshall wrote:Wow this Flakes.osl is much better than the old chaos group one. Thanks for sharing this.

The Realtime glint example is really impressive. It would likely be much more render efficient when trying to make a really dense glitter effect than using a normal map.

I did post a feature request months ago for better native car paint flakes etc but I think this should also apply for glitter effects.

https://render.otoy.com/requests/?qa=58 ... car-paints

Rendering sand and snow would be much easier with an off the shelf glint material layer/bsdf or integrated osl.



Yes this flake sis amazing the fact you have much more choices and results are great, is missing the colorised flake I try that by palying with film layers and create specific shader for that works well not the best but fine enough I would say.
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Re: Flakes/Glints

Postby coilbook » Wed Oct 13, 2021 6:05 pm

coilbook Wed Oct 13, 2021 6:05 pm
This is like disney level.
Otoy,
when can you add this to your engine?
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Re: Flakes/Glints

Postby HHbomb » Fri Oct 15, 2021 8:36 am

HHbomb Fri Oct 15, 2021 8:36 am
How to denoiser deal with this ?
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Re: Flakes/Glints

Postby leehenshall » Wed Jun 01, 2022 2:47 pm

leehenshall Wed Jun 01, 2022 2:47 pm
Is it possible to use this version of Flakes with Tri-Planar?
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Re: Flakes/Glints

Postby elsksa » Thu Jun 02, 2022 1:41 pm

elsksa Thu Jun 02, 2022 1:41 pm
leehenshall wrote:Is it possible to use this version of Flakes with Tri-Planar?

There are native nodes in Octane that should be usable with Tri-Planar/Chaos Texture.
Additionally to flakes texture map.
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Re: Flakes/Glints

Postby leehenshall » Fri Jun 10, 2022 4:12 pm

leehenshall Fri Jun 10, 2022 4:12 pm
The re-purposed Chaos Group flakes map that comes built into Octane has a projection pin that was added here:

Screenshot 2022-06-10 170614.png


I exported some geometry that has no uvs to test. Here is the Chaos Group/Octane native OSL node:

Screenshot 2022-06-10 170017.png


The better OSL Flakes from this thread doesn't have a projection pin slot. However I think it might be built into the OSL code.

If I switch the new flakes OSL to UV mode then I get nothing (which is expected because there are no UVs)

Screenshot 2022-06-10 170049.png


If I switch it into world or object mode then it seems to apply automatic mapping somehow.

Seems to work well.

Screenshot 2022-06-10 170106.png
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