When I started my Random Material Generator ( http://blenderartists.org/forum/show...ial-Generator-) ) I knew that no material can look really interesting without some kind of use of textures. The reason is obvious a texture not only adds detail on a material but also brakes its uniformity making it much more interesting and natural. So it was always my intention to implement some kind of texture randomisation inside my material randomisation. However the issue was that RMG grow bigger , more complex and much more powerful I did not want to cram the interface so I decided to implement texture randomisation as a separate tool always from inside GYES.
The big diffirence between RMG and RTG is that the gui in RTG is adaptive to the texture type choosen. That means that GUI changes each time a diffirent type of texture is chosen making sure that only the necessary parameters are displayed keeping the GUI as compact as possible.
The tool is still a WIP but I have finished implementation , for texture types "BLEND", "NOISE", "CLOUDS" ,"DISTORTED_NOISE" and create my own type called "RANDOM" that chooses randomly one of the above 4 texture types and of course it randomises it too.
As in RMG simple mode give you the ability to choose which parameters you want to randomise and percentage mode gives you the ability to choose how much those parameters will be randomised . General percentage is used in case any of the parameter percentage randomisation is 0% , it makes it easy to have the same percentage for any amount of parameters. Percentage means the following : 100% is the full range of available values for the specific parameter, any percentage is divided in half, half going bellow the current value and half going above , so for example 50% of parameter that its minimum value is 0 and its maximum 6 and current value 3 , it will give a random value value in the range of 1.5 to 4.5.
Many things are yet to implemented till this is done, but its no less a released script that should be very useful for you. Bare in mind there is an error each time you change the type of the texture from inside RTG gui, I dont know why this happens but I will speak with blender devs to see if its a blender bug or a mistake from my part. This bug has not crashed my blender or stoped the script from working properly , but caution should be exercised and always save your work before trying this script.
RTG is part of my GYES addon so chances are if you got the latest version of RMG you already have RTG as well. Dont hesitate to ask any questions and here is the link of the download.
https://github.com/kilon/Gyes
Showing posts with label blender. Show all posts
Showing posts with label blender. Show all posts
Sunday, October 02, 2011
Gyes : RTG (Random Texture Generator)
Thursday, July 21, 2011
GYES -- Random Material Generator (Percentage Randomisation)
I added percentage randomisation. Now you can control how much random your material is . You can randomise existing material as much you want. GUI update, click on Mode and it will navigate through several pages of the GUI. "Percentage" page will give you even more option to apply specific percentage randomisation to specific parameters, all other parameter not covered by the specific percentages are covered by the general percentage. When a specific percentage is zero, the general percentage is used instead for that area. When a specific percentage is not zero then general percentage is ignored and specific percentage is used instead. If you dont want to randomise that area at all, in "simple" page use the corresponding button to completely disable that area , the percentage slider will also be disable in the "percentage" page.
Percentage randomisation means that the parameter is randomised inside a range of percentage of the full range of the value. For example a 50% randomisation of the specular intensity means the following :
specular intensity start from 0 and end 1 , 1 being the maximum value , 50% of 1 is 0.5 . If your existing specular intensity value is 0.3 then randomisation will range from 0.05 to 0.55 , which mean it can be any value that exists in this range which is a diffirence of 0.5 or 50% of full range. Of course randomisation takes always the current value as starting point so the next randomisation will use the current randomised value. Randomisation is always 50% of the specific percentage bellow the current value and 50% above . If the percentage exceeed minimum and maximum values of the full range, then it will default to minimum and maximum accordingly.
There is a "help" gui page that offers a summary help for quick reminder of the functionality. "Template" page is empty as templates are yet to be implemented. "Simple" page has the old enable disable checkboxes which I have replaced them as enable / disable switch buttons (enable / disable randomisation for a specific group of parameters ) along with a general percentage that for convenience also exists in percentage page.
Did 3 minor updates, one fixes a nasty bug that did not allow the script to load on startup as addon and another one where for some reason the register_module functions fails in future builds from graphicall,org after the official 2.58a from blender.org . I have replaced it with register_class() for each class i use so it should work now and for every future build.
However both problems were critical to the execution of the script so I had to bump the thread.
After a complaint I changed the "mode" button , to a list box to make it more visible and easier to use , blender developers need to fix the menu button (prop_enum_menu()) to make it more visible.
I also reorganised the file structure. Now everything is located in a folder called "gyes" just copy paste the entire folder to your addon folder and you will be fine. Inside gyes/doc you will find gyes.pdf which is the official Gyes Manual. I no longer support wiki as its difficult to work on both (Wiki and Pdf) at the same time , that means that wiki will no longer be updated with latest features. The reason is no longer called "gyes random material generator" is because I decided instead of creating several scripts that do diffirent things, to unite all of them in one add on script that will make installation and activation alot easier, so that means that gyes will be alot more than just a random material generator in the future. I plan to finish a new script every year.
The download link has not changed, remember you can use the same link as it always has the very latest update and I am constantly uploading new updates everyday that I dont report here as often cause I dont want to bump this thread unnecessarily.
Here is the download link => https://github.com/kilon/Gyes
Here is a screenshot of the new mode button
Simple mode :
Percentage randomisation means that the parameter is randomised inside a range of percentage of the full range of the value. For example a 50% randomisation of the specular intensity means the following :
specular intensity start from 0 and end 1 , 1 being the maximum value , 50% of 1 is 0.5 . If your existing specular intensity value is 0.3 then randomisation will range from 0.05 to 0.55 , which mean it can be any value that exists in this range which is a diffirence of 0.5 or 50% of full range. Of course randomisation takes always the current value as starting point so the next randomisation will use the current randomised value. Randomisation is always 50% of the specific percentage bellow the current value and 50% above . If the percentage exceeed minimum and maximum values of the full range, then it will default to minimum and maximum accordingly.
There is a "help" gui page that offers a summary help for quick reminder of the functionality. "Template" page is empty as templates are yet to be implemented. "Simple" page has the old enable disable checkboxes which I have replaced them as enable / disable switch buttons (enable / disable randomisation for a specific group of parameters ) along with a general percentage that for convenience also exists in percentage page.
Did 3 minor updates, one fixes a nasty bug that did not allow the script to load on startup as addon and another one where for some reason the register_module functions fails in future builds from graphicall,org after the official 2.58a from blender.org . I have replaced it with register_class() for each class i use so it should work now and for every future build.
However both problems were critical to the execution of the script so I had to bump the thread.
After a complaint I changed the "mode" button , to a list box to make it more visible and easier to use , blender developers need to fix the menu button (prop_enum_menu()) to make it more visible.
I also reorganised the file structure. Now everything is located in a folder called "gyes" just copy paste the entire folder to your addon folder and you will be fine. Inside gyes/doc you will find gyes.pdf which is the official Gyes Manual. I no longer support wiki as its difficult to work on both (Wiki and Pdf) at the same time , that means that wiki will no longer be updated with latest features. The reason is no longer called "gyes random material generator" is because I decided instead of creating several scripts that do diffirent things, to unite all of them in one add on script that will make installation and activation alot easier, so that means that gyes will be alot more than just a random material generator in the future. I plan to finish a new script every year.
The download link has not changed, remember you can use the same link as it always has the very latest update and I am constantly uploading new updates everyday that I dont report here as often cause I dont want to bump this thread unnecessarily.
Here is the download link => https://github.com/kilon/Gyes
Here is a screenshot of the new mode button
Simple mode :

Simple Percentage Mode :

Help mode :

!! Important Note !!
With the as always helpful guidence of ideasman from #blenderpython I was able to download the source and build the latest blender release. From now on this script will support the latest build release of blender and not just the official release from blender org. So it should work for anyone who wants to use the latest build from graphicall.org . I will keep updating my source and rebuilding blender to satisfy this requirement and will upload the builds to graphicall.org that will come included with my script.
Friday, June 24, 2011
Video Tutorial Random Material Generator - Gyes - Introduction
Just uploaded a tutorial about my Random Material Generator - Gyes which I described in my previous post, hope it clears up any confusion.
Sunday, June 05, 2011
Gyes (Random Material Generator) for Blender 2.5
There is little doubt that we live in the golden age of computers, with massive power, flexibility , adaptability.
I look back to my old rusty Amstrad CPC 6128 (1988) with its green monitor, its 6mhz cpu. Yeah you heard correctly not 6 ghz , 6 mhz. Thats 3000 times weaker than a Core 2 Duo at 3 ghz. 3000 times, wow , imagine that.
And of course with hardware comes software evolution, as its software that pushes hardware up in the food chain. Yet , I am always suprised to see how more difficult things have become. With my Amstrad it was a question of inserting the disk , typing the run command and i was set to go, nowdays we got just about a million things to remember to get our computers running.
This applies with making 3d graphics as well, extremely powerful but with a gazillion of options enough to make your head explode to a gazillion pieces.
So I thought instead of being one of those guys bringing another new feature why not just make things easier for the tormented user. And thus i started a Blender script.
Gyes is intended to be a collection of scripts not just one, but for the time being the first one is the random material generator. It does what it says on the box, generates random materials. Of course the goal here is to give a meaning to randomisation cause no user likes completely random stuff. Every user has a goal, a dream , a desire. And gyes tries to put that into the equation.
I released earlier a massive update that started giving options to the user to limit randomisation in the way that user defines. As always simplicity is the goal here. Remember when your mother told you that "there is no magic wand" and you have to do things the hard way. Gyes goes against this rule. If the user wants to make a random "oak tree" material , or maybe the surface of the planet , he does need to understand every single detail on the process of making such materials, all he needs is a magic button and maybe some options. Gyes does not care about the "how" or the "why" it is its role to figure those out, it cares only for the "what". What the user wants ?
I wont explain every single detail about this script you can find loads of information together with a link for download in the thread i started in blenderartists. Click the following link.
Now many people have asked what "Gyes" means. Well if you knew a couple of things about me, then you would know I am Greek and that I love ancient greek mythology.
Gyes was one of the three brother , a mythical deity , extremely powerful, capable of even slaying gods and titans. He and his brothers united with greek gods in the epic battle of the TITAN WAR , where greek gods and titans among other deities batlle in a huge civil war. Those 3 brother were called "ecatocheires" , which in greek means , the one with 100 hands. Because as you might have guessed they had 100 hands. Latter the 3 brother were assigned as keepers of the TITANS when the titans were imprisoned in Tarturus , a prison of the underworld where none , no man , god or any extremely powerful creature could go in or out.
For me 100 hands has the the meaning for 100 scripts , that will make life easier for the Blender user and even 2d artists . I know 100 sounds alot , but not all scripts will be as ambitious as random material generator. Sometimes even simple ideas can help alot. Maybe Gyes will be never finished and frankly I dont care. Its a great excuse to code in python, I am having loads of fun with it and I will keep doing it slowly but steadly.
I hope you enjoy using the script as much I enjoyed coding it. Its far from finished but its already very useful.
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