Great work! Looking forward for Cycles version!
I just asked on RCS about very similar thing:
My question is - will SDF that is implemented provide that kind of function?
The ability to create procedural fallof/border between two values on bitmap or other input would be awsome.
Partially, the SDF functions in D6464 only define some math primitives to define a distance field, the demo you linked has a ray marcher on top to actually render it.
It is possible (though rather complex and, in many ways, limited) to set up ray marching in shader nodes in Cycles.
That being said I kinda doubt results like in that video would be possible.
I do wonder if, somehow, this technique could be incorporated into Cycles. From what I understand it’s actually sorta like monte-carlo style ray-marching (well, Sphere-marching really) which might be able to deal in an essentially uniform manner with point clouds, SDFs, and regular meshes alike.
(Of course that’s quite a few steps beyond the scope of this effort here though)
Sorry, I’ve been inactive with Blender development due to various reasons. This is one downside of FOSS at times. As @LazyDodo pointed out, the patch is really just a Maths node with SDF functions.
You might want to check out how Material Maker (an open source texture creator) does SDF functions. It has a lot of SDF nodes that aren’t too hard to figure out.
Perhaps if Blender nodes could have more comprehensive UI widgets built into them, perhaps things could be easier to control?
I played a little with those functions, and they are so much fun! Looks like a great addition to existing shading nodes. And so far I didn’t encounter any problems or bugs.
I also tried to achive anything resembling medial axis transform based on existing texture, but my math skills are not enough to tell if it is even possible with this patch.
Highly vote for that feature to be implemented in the Blender.
Just played a bit with it and this is fantastic. Expanding the proceduralism in texturing higher than the “sky is the limit”.
Very artist’s friendly!
I really like the implementation and how the node categories are laid out etc, it fits really well with blender’s design. I just wish we had group-loop nodes…
@Charlie if you add a sdf texture node with an input list of 3d scene objects we should be get some thing like DistanceTexture ??.. very useful for decals, image resolution and mesh density independents shader/texture masks, veg scatter/repulsion masks…
Is this possible?