...a chrome sphere
Hi Guys,
Honestly, can't find anything about this. I'm sure I'm not the first one with this idea...
Is it possible to crate a chrome sphere in jitter, which is able to reflect/mirror?
jit.gl.gridshape or jit.gl.model and a texture. Thats it.
check out the jit.gl.skybox help patch for an example of using jit.gl.cubemap with jit.gl.material for this kind of effect.
You should add several jit.gl.lights , that would do the trick. Check this article Tom put together: https://cycling74.com/articles/mirror-mirror-creating-a-glassy-texture

Awesome!!
Ok, tried your ideas.
Patch and HDRI image attached.
As you can see, there is a big sphere with an HDRI image mapped that is the background. And, there is another sphere, with the same image "cubemapped".
The only problem is that the reflection is weird, if I use sphere as shape...with a torus, it is beautiful...

Check the tex_map attribute of the gl.gridshape and the environment input of the gl.material.
2K : thank you so much, checked the tex.map attribute, now it is OK.
Last few things :
- when I apply noise from jit.bfg, the sphere sometimes looks like it is cut in half...seems like the noise cuts the shape. How to achieve to keep the sphere a sphere? The final goal is an audio reactive chrome like "blob" floating around.
- is it possible to apply blur only to the chrome blob? FSAA is 1, but still, I think it would be better with some blur.
- last one, promise. Do you ave some tricks to apply some kind of "dirt" to the sphere? Like...it should look like a 100% clean chrome blob, but some surface dust would be good.
Tried to solve that sharp cut problem, without luck :S
It comes from the jit.bfg, have absolutely no idea how to fix/avoid it ...

Had no luck with solving this.
A helpful guy told me that I should smooth the edges of the jit.bfg, but I have no idea how to do this.
Any ideas?
Hey! I suggest you read this thread for the displacement! Also check jit.gl.node to apply the blur only to the blob. And last a little noise might add that dust you want to your texture.
cheers!
Hi 2k,
Thanks, I'll def check it, honestly, learned a lot in the past few days.
I have even tried out a different approach. As you can see, in the attachment, this time I'm using jit-gen, to create the blobby movement effect. On the other hands, he second sphere (the outer one) is flipped, and can't rotate it. It must be a stupid "naming" or "object rendering
order" problem :S
I'm almost there, thank you very much guys.
So, applied another texture, a second one to the sphere, which is a dirty chrome texture.
It is also a cubemap texture, the problem is that the rotation affects only the first texture...
not sure if you're still fighting the "sharp cut problem", i think the latest patch you posted won't do anything without the texture files so i can't tell, but if you are still fighting, 2K's thread suggestion is a good one. In that thread i try to explain why the break is happening (it's because of the output matrix) with a convoluted patch and explanation, but the simple answer is just mirror the sides so they're the exact same, and it just has to be the first and last column of pixels need to be the same. you can even do some math to average the distance between the second to last and the last column (and third to last vs. second to last) to get more of a sloping effect. Sloping/Averaging/Smoothing the last few pixel columns in [jit.gen] should fix the jaggedness
but the only true way to connect the beginning of the sphere to the end / the first column to the last column, is to supply it a new/modified index array, so that the gl.mesh knows how to connect these vertices, and draw the faces. Doing a search for "index array" or checking out the thread here should offer some guidance: https://cycling74.com/forums/share-eliminate-redundant-replicated-vertices-with-jit-gl-model-gl-multiple but even with this method, you'll still get sharp results, so either mirroring the texture or smoothing/averaging the last few columns will fix that.
Hi Greg,
Yapp, I've read that thread in an out, but right now, I do the sphere "bubbling" in gen, so I don't have to eliminate the breaks.
You can use the above posted picture as texture.
Basically, if you rotate the sphere the texture should move with it, which is OK for the first texture, but the second one is just stand still :S
This one just keep bugging me :S
Tried your mirroring tip Greg, and the result is not that good, unfortunately, or maybe, I'm doing something wrong.
Is there an "off-the-shelf" 3D noise external?
i'm not exactly clear what part of the result isn't good. i agree mirroring isn't the best method, but it's easy to implement and from a certain angle (i think looking directly onto one of the poles) it looks good. If the bad looking result is in fact the poles, it's because each pole is really a cluster of vertices laying at the same coordinate. These correspond to the top and bottom row of the geometry matrix. So to fix that, you'd have to make the top row all the same value, and the bottom row all the same value.
if after that the results are still bad, you might want to look into using a different type of sphere called an icosphere. It's constructed differently than max's [gridshape] sphere. in the thread i posted about redundant vertices, you can find a .dae file that you can import into max and use. however, in max, sometimes importing geometry and messing with it's mesh/vertices isn't so straightforward. you'll probably want to use the latest geometry optimizer i posted in the comment section here: https://cycling74.com/tutorials/getting-better-framerates/
i just tried it out, importing the icosphere and then substituted [bfg] into the noise section that already exists in the optimizer patch and it looks fine to me. you'll definitely need to tweak some things to get it working, and i'm not entirely sure about texturing, hadn't tried it yet, but i hope it works. if you run into any hurdles, let me know and i can see what i can do to help.
off-the-shelf 3D noise, i do think bfg can be 3D noise since when you create the object you can enter 3 dimensions, and you can offset and scale the z-axis in bfg. i haven't really given much thought about how we use each bfg in [gen]. I usually just multiply the source geometry directly with the bfg matrix and call it a day, but i'm sure more thought can be given to it, so it can be used in a smarter way.
Thanks Greg! Will check it out!