Solid Texture Synthesis

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Jolbertoquini
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Hi Guys,

Hope everything is fine I was wondering how to do a such thing in Octane , as this Paper wrote on 2007 http://www.cse.cuhk.edu.hk/~ttwong/pape ... solid.html https://johanneskopf.de/publications/solid/ I s really interesting for the way the texture are projected giving results with Opacity (great stuff as the image attached) also nice displacement as well SSS if you check this video https://www.youtube.com/watch?v=KG8kykTNBVk.

So my question is is this a similar way to do it in simple texture projection as this, triplannar is not the same thing and also problematic to bake on UVS.

Please tell me what you guys think.

Cheers,
JO
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Phantom107
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From what I've tried it's definately possible to mess with the opacity using a procedural noise, but I don't know how well that works together with displacement. I don't think you can use the procedural noise to power the displacement, that has to be a UVmapped texture last time I checked.
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Jolbertoquini
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Phantom107 wrote:From what I've tried it's definately possible to mess with the opacity using a procedural noise, but I don't know how well that works together with displacement. I don't think you can use the procedural noise to power the displacement, that has to be a UVmapped texture last time I checked.
did you have same results?? on the alpha as you can see if you check the document you can create a type of slice pieces...
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milanm
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Hi

I used this trick recently to avoid smoke simulations. It's 'XYZ to UVW' projection in object space + procedural noises. It worked great for 'infinite' clouds back in the day with only a few polygons.
For the slices, you just have to keep the pivot point in the same position for all of them. Is that what you are trying to achieve?

ImageImage

Phantom is right about displacements. I think I have an idea how to hack that in Standalone (if someone put a gun on my head). It would render but it would not be interactive. Personally I would just use a 'Displacer' deformer in 'object space' in C4D and (a lot of) geometry. Also, VDB tools in Houdini might be perfect for this.

I hope that helps.

Cheers
Milan
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renderingz
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milanm wrote:Hi

I used this trick recently to avoid smoke simulations. It's 'XYZ to UVW' projection in object space + procedural noises. It worked great for 'infinite' clouds back in the day with only a few polygons.
For the slices, you just have to keep the pivot point in the same position for all of them. Is that what you are trying to achieve?

ImageImage

Phantom is right about displacements. I think I have an idea how to hack that in Standalone (if someone put a gun on my head). It would render but it would not be interactive. Personally I would just use a 'Displacer' deformer in 'object space' in C4D and (a lot of) geometry. Also, VDB tools in Houdini might be perfect for this.

I hope that helps.

Cheers
Milan

This so cool - how did you achieve the one on the right?
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Jolbertoquini
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milanm wrote:I used this trick recently to avoid smoke simulations. It's 'XYZ to UVW' projection in object space + procedural noises. It worked great for 'infinite' clouds back in the day with only a few polygons.
For the slices, you just have to keep the pivot point in the same position for all of them. Is that what you are trying to achieve?
Yes kind but basically is the texture synthesis tech here the fact you can do a lot thing with and avoid UV work, this great for small patterns and then yes also create this what you show in a optimised way.
milanm wrote:Phantom is right about displacements. I think I have an idea how to hack that in Standalone (if someone put a gun on my head). It would render but it would not be interactive. Personally I would just use a 'Displacer' deformer in 'object space' in C4D and (a lot of) geometry. Also, VDB tools in Houdini might be perfect for this.
Not sure what you referring here "Phantom" also I'm not C4d user, what I understand is create a geometry with Houdini via VDB this would be insane is not point of this tech right?
Or maybe I do not understand...What you did was just multiplied on planes with texture but the tech here is a bit different. but I get your point,...is similar on some aspects, for this one I know could be achieve like that. Thanks for you reply :)

Cheers,
JO
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calus
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the research paper is from 2007 and things have changed a lot now :

I found this research paper from 2018 where you can generate at interactive rates the 3D procedural from a simple 2dimage, seems very promising but too new to find an implementation somewhere yet:

https://hal.archives-ouvertes.fr/hal-01678122/document


But foe now to be more realistic another way to go in Octane would be to use this approach with an OSL texture node :
https://www.shadertoy.com/view/4tsGzf
Pascal ANDRE
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Jolbertoquini
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calus wrote:the research paper is from 2007 and things have changed a lot now :

I found this research paper from 2018 where you can generate at interactive rates the 3D procedural from a simple 2dimage, seems very promising but too new to find an implementation somewhere yet:

https://hal.archives-ouvertes.fr/hal-01678122/document


But foe now to be more realistic another way to go in Octane would be to use this approach with an OSL texture node :
https://www.shadertoy.com/view/4tsGzf
Awesome Pascal. ^^ Ah, well spotted !!
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milanm
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@JO

Yeah, well, I could have just come here and said: "OSL". But I didn't want to do that. That wouldn't inspire anyone to do anything, right? ;)
So, I believe my ignorance still has a purpose in this topic. We have 3D procedurals and we have OSL, maybe someone more intelligent than me could combine those together. ¯\_(ツ)_/¯

edit: Thinking about it now, It's far from perfect but we could use our own intelligence instead of artificial one to do this. Just like Substance Designer users do but with 3D procedurals. I don't think the "slicing effect" can be done without some kind of procedural texture.

@renderingz
It's just a boolean operation between a cube and torus with slightly different materials. Texture is a Marble procedural combined with gradients.

Cheers
Milan
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