Hi Andy. As it seems the Brazil team is "back", i have a slew of unfulfilled feature requests to resubmit :)
That's it for now, but I'll be back :)
jonah
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2) is now done - all appropriate exclusion lists include "Self".
More information on the convex/proximity stuff? Models? Examples?
2) SWEEET! Been wanting that one for a long time. It will be very handy :)
Andrew le Bihan said:
2) is now done - all appropriate exclusion lists include "Self".
More information on the convex/proximity stuff? Models? Examples?
We have to rewrite them by hand for Neon. Brazil can use the internal procedurals natively.
Vicente Soler said:
You could use the Grasshopper plugin for this sort of thing. In this example I blend between two materials depending on whether the surface is convex or concave.
The limitation using only basic Grasshopper components you are limited by the mesh resolution (it bakes vertex colors and Brazil reads them with the vertex colors shader). Using a simple script you could also export a UV mapped bitmap with higher resolution than the mesh.
The ideal thing would be to be able to create native Rhino/Brazil WCS shaders inside GH. Given the popularity of GH I think that an effort to integrate Brazil-GH would give Brazil a boost. It's not like David Rutten is a stranger to Brazil.
Btw, does Brazil and Neon read native Rhino shaders automatically (I doubt it) or do you specifically have to adapt them to Brazil and then to Neon one by one manually?
I assume that this method only works with surfaces - not meshes?
- Andy
Vicente Soler said:
You could use the Grasshopper plugin for this sort of thing. In this example I blend between two materials depending on whether the surface is convex or concave.
The limitation using only basic Grasshopper components you are limited by the mesh resolution (it bakes vertex colors and Brazil reads them with the vertex colors shader). Using a simple script you could also export a UV mapped bitmap with higher resolution than the mesh.
The ideal thing would be to be able to create native Rhino/Brazil WCS shaders inside GH. Given the popularity of GH I think that an effort to integrate Brazil-GH would give Brazil a boost. It's not like David Rutten is a stranger to Brazil.
Btw, does Brazil and Neon read native Rhino shaders automatically (I doubt it) or do you specifically have to adapt them to Brazil and then to Neon one by one manually?
Its great that GH can create effects like this, but i think that shader effects should be the domain of Brazil. And GH would be better served to sprout additional functionality by reading the shader info from Brazil. Example, as in other render engines, where you can populate a surface/mesh with instances of other objects based on shader pixel brightness/color/ etc of a shader. And of course using shader info to also affect randomized color, size, rotation, etc. That could be a huge area of exploration and very well suited for GH !
I agree that accessing shader info to do this stuff would be nice, but it does seem a little dumb to have a procedural geometry maker built into Brazil when GH is already so amazingly good at this. I think we should instead try to convince David to add a procedural mapper to GH.
The only problem here would be that it wouldn't have access to Brazil shadow/light type information.
Shhhh... Be careful that Paul doesn't hear you. We know how much he loves the shadow/light texture :)
Andrew le Bihan said:
...The only problem here would be that it wouldn't have access to Brazil shadow/light type information....
I could certainly see a recursion problem there - new geometry creates shadows...
4 is done. No "per object" though - even though that's possible, I don't think it's such a brilliant idea because it's not optimal in terms of performance. So the next beta will have ray depth overrides in the BAM, Chrome, Glass and Porcelain.
We're close to a new release, so it won't be long
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