Node Materials Examples

Hey there,
i made an example which shows how to animate noise with different levels of detail and discard:


https://nme.babylonjs.com/#JNQ200#10

5 Likes

Tried to make some procedural bumps with derivatives of the generated noise:

https://nme.babylonjs.com/#JNQ200#11

Cheers

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I LOVE that you used the frames :slight_smile:

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What is your twitter handle (if any?)

Well, thanks for the great feature! :slight_smile:

My twitter handle is @BuckschDanny (https://twitter.com/BuckschDanny)

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Tried to make a base mask for some potential future wood for example .

https://nme.babylonjs.com/#JN2BSF#8

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I love the fact you are using the noise nodes I made ^_^.

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@Pryme8 - I LIKE how you said that. AND,

I like when we TIP HAT to those who make HELPFUL THINGS.

Sometimes it is impossible to know (or remember who made what).

I wish there was a GOOD and EASY way to do that.

GorrilaKing, I like how you leave your handle in the code comments for that reason.

CC0++

Like BOXiGON, I’d like to TIP HAT to a bunch of “INFLUENCERS” in the CREDIT ROLL (again).

:eagle:

4 Likes

thank you two for the nice words and code.

here is another small example for demonstrating how to create subspaces and thus repeating patterns:

https://nme.babylonjs.com/#FB1XLZ#1

i ported it directly from the book of shaders:

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I wanted to make something organic…didn’t expect it to turn out this ugly…

https://nme.babylonjs.com/#C5R7JZ#5

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I made some 3d domain warping from my previous fbm example:

warning: might take a while to load

https://nme.babylonjs.com/#JN2BSF#33

cheers

Danny


and some animated procedural turbulence, which i also use to displace the vertex positions along their normals:

https://nme.babylonjs.com/#JN2BSF#29

The NME is great, thanks for the hard work @Deltakosh

looking forward to all the new features

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No thank you for using it so well!

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This entire thread just keeps on giving. amazing!

Seeing this reminds me of my days playing with NI Reaktor :slight_smile:

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BTW, is there somewhere the reproduction of the current StandardMaterial in the NME ?
It would be a good basis so people could train to modify it from something well known.

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I support the previous speaker)) we need pbr material in nme as starter template for many good things

PBR will be with bjs 4.2 as we need more blocks
for Standard material everything is here but I did not have time yet to recreate it

Let me create an issue for that (@thomlucc for tracking it): Recreate a standard material with NME · Issue #7405 · BabylonJS/Babylon.js · GitHub

1 Like

Hi there,
i made a demo to showcase how to pass input to a NME shader:

  1. You can click and drag on the Torus mesh. the click position is passed to the shader, which in turn is used as the origin for a sine animation with displacement.
    (a small sphere is also placed there as a visual indicator)

  2. You can rotate the scene by dragging the background.

https://www.babylonjs-playground.com/#9BKDIN#14

Cheers
Danny

6 Likes

This is really cool!

Hi all,
I made an (almost) all procedural planet:

setup:
2 spheres
2 node materials

sphere1 is for the land/ocean material.

  • the land mass has a shore and other features like mointain and snow caps
  • the ocean has different depths based on distance from the land mass
  • the ocean specular light is seperated from the land specular by a mask. you can see a different reflectivity if you rotate the camera
  • there is small blue atmospheric effect from a fresnel node

node material 2 is assigned to sphere2 and responsible for the clouds:

  • clouds are animated (multistage noise/turbulence map)
  • the same map is used for a small bump effect from the derivatives
  • inverse of the same map is used for alpha

https://www.babylonjs-playground.com/#9BKDIN#25

Still needs improvements. Suggestions are welcome!
Hope you like it.

Cheers
Danny

12 Likes

Excellent!