This is take two on a little toy that I posted some weeks ago on Twitter. I’ve added some new features so it’s not completely old news. There is two new materials and dynamic sounds (chrome only).
This demo is a fun way to demonstrate a simple procedural shader. As you start working with the lathe machine you will carve into the imaginary space defined by numbers and calculations. I like to imagine the surface as a viewport to a calculated world, ready to be explored and tweaked. This is nothing fancy compared to the fractal ray-marching shaders around, but It’s kind of magical about setting up some simple rules and be able to travel through it visually. Remember, you get access to the objects surface-coordinates in 3D for each rendered pixel. This is a big difference when comparing to 3d without shaders, where you have to calculate this on a 2D plane and wrap it around the object with UV-coordinates instead. I did an experiment in flash 10 ages ago, doing just that, one face at the time generated to a bitmapData. Now you get it for free.
Some words about the process of making this demo. Some knowledge in GLSL may come in handy, but it’s more of a personal log than a public tutorial. I will not recommend any particular workflow since it’s really depending on your needs from case to case. My demos is also completely unoptimized and with lots of scattered files all over the place. That why I’m not on Github 🙂 I’m already off to the next experiment instead.
When testing a new idea for a shader, I’m often assemble all bits and pieces into a pair of external glsl-files to get a quick overview. There is often some tweaks I want to try that’s not supported or structured in the same way in the standard shader-chunks available. And my theory is also that if I edit the source manually and viewing it more often I will get a better understanding of what’s going on. And don’t underestimate the force of changing values randomly (A strong force for me). You can literally turn stone into gold if you are lucky.
The stone material in the demo is just ordinary procedural Perlin-noise. The wood and metal shaders though is built around these different features:
What if I could have a layer that is shown before you start carving? My first idea was to have a canvas to draw on offstage and then mix this with the procedural shader like a splat-map. But then I found another obvious solution. I just use the radius with the step-method (where you can set the edge-values for a range of values). Like setting the value to 1 when the normalized radius is more than 0.95 and to 0 if it’s less. With smoothstep this edge getting less sharp. Then this value and using mix and interpolates between two different colors, the coat and the underlaying part. In the wood-shader coat is a texture and in the the metal-shader it’s a single color.
DiffuseColour = mix(DiffuseColor1, DiffuseColor2 , smoothstep( .91, .98, distance( mPosition, vec3(0.0,0.0,mPosition.z))/uMaxRadius));
This is the grains revealed inside the wood and the tracks that the chisel makes in the metal-cylinder. Basically I again interpolate between two different colors depending on the fraction-part or the Math.sin-output of the position. Say we make all positions between x.8 and x in along the x-axis a different color. A width of 10 is 10 stripes that is 0.2 thick. By scaling the values you get different sizes of the pattern. But it’s pretty static without the…
To make the pattern from previous step look more realistic I turn to a very common method: making noise. I’m using a 3D Simlex noise (Perlin noise 2.0 kind of) with the surface position to get the corresponding noise-value. The value returned for each calculation/pixel is a single float that in turn modifies the mix between the two colors in the stripes and rings. The result is like a 3d smudge-tool, pushing the texture in different directions.
I’m using Phong-shading with three directional light sources to make the metal looking more reflective without the need of an environment map. You can see how the lights forms three horizontal trails in the cylinder, with the brightest one in the middle.
I just copied the shadow map part from WebGLShaders.js into my shader. One thing to mention is the properties available on directional lights to set the shadow-frustum (shadowCameraLeft, shadowCameraRight, shadowCameraTop and shadowCameraBottom). You also have helper guides if you enable dirLight.shadowCameraVisible=true, then it’s easier to set the values. When the shadows is calculated and rendered the light is used as a camera, and with these settings you can limit the “area” of the lights view that will be squeezed into the shadow map. With spotlights you already have the frustum set, but with directional lights you can define one that suites your needs. The shadow-map have a fixed size for each light and when drawing to this buffer the render pipeline will automatically fit all your shadows into it. So the smaller bounding box of geometries you send to it, the higher resolution of details you get. So play around with this settings if you have a larger scene with limited shadowed areas. Just keep an eye on the resolution of the shadows. If the scene is small, your shadowmap-size large and the shadows are low res, your settings are probably wrong. Also, check the scales in your scene. I’ve had troubles in som cases when exporting from 3d studio max if the scaling is to small or big, so that the relations to the cameras goes all wrong or something.
That’s it for know, try it out here. And please, ask questions and correct me if I’m wrong or missing something. See you later!