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kiwi
06-14-2002, 10:13 AM
I was messing around with luminosity and gradients and made this luminosity cage :)


Stu.

LucentDreams
06-14-2002, 11:12 AM
pretty funky, like the distorted perspective.

kiwi
06-14-2002, 12:15 PM
Ya hard to believe its a black box primitive with luminous gradient squares eh.



Heres another experiemnt this one was the 3d shader Banji :)


Stu.

randyrives
06-14-2002, 01:16 PM
Pretty cool Stu.

That Adrian Guy
06-14-2002, 07:56 PM
Wow, Stu... . that's a pretty wild sphere. Did you use a displacement texture? Either way, the color map really adds to it.


Question: Is there a trick to using displacement maps? I've never successfully made the texture deform the mesh, even though the "texture sphere" shows that it's being displaced.

Anyway, keep it up!

sad
06-14-2002, 11:09 PM
...parametrical objects. you have to convert it pressing 'c'.
and if it is not deformed correctly, try a higher subdivision. remember: many polygons, much ram!

sad:)

kiwi
06-14-2002, 11:54 PM
Thanks guys :)



Adrian for displacement if you dont have enough sub division try chucking it in a hyper nurbs and see if it makes any difference :)


For the sphere I chose 48 sub divisions and selected almost every second polygon.Then I put the Banji shader on and applied a stick tex tag and scaled all of the polys in to the middle just short of touching,then I added an orange visible omni with no light emission and I deleted the ends of the scaled polys :)


It almost looks crystaline to me :)


If I remember rightly displacement in 3D moves points to create depth where as a bump creates the illusion of it and if close enough you can see it is still flat,so I suppose as Sad said to get a nice displacment effect you will need truck loads of points :hmm:


Ps the sphere goes in a hyper nurbs.

Stu.

Grey
06-15-2002, 12:46 AM
to me there's not "almost" about it.

It looks like someone made a very fancy crystal sculpture.

Where did you get this shader?

kiwi
06-15-2002, 04:50 AM
Grey if you are using XL7 or have SLA shaders you already have it.File new > 3D volume shaders > Bhodinutt > Banji :)


The thing that made it work so well was the extra illumination from the omni light source.I have something kind of similar I will show you as well its the volue shader nukei :)


Thanks for the compliment :)


Does anyone know why the SLA shaders have such goofy names? :hmm:


Stu.

Grey
06-15-2002, 04:54 AM
ouch, I'm using XL6 and I don't have SLA (whine!!!)

Either way, I'm going to see if I can figure out how to duplicate the effect...

LucentDreams
06-15-2002, 06:11 AM
you can't actually dupilcate the effect of Banj without procedurals shaders. Absolutely impossible. you may get a similar look with careful lighting and such, buit the actual effect needs to be done proceduraly.

As for the names, last time someone asked this question, I belief it was Bhopdi who replied "what would you call them?"

kiwi
06-15-2002, 10:53 AM
:scream: Has that question been asked quite a few times has it Kai {the names}.........:hmm: how about glass+,metal+,etc etc.My problem is I am terrible with peoples names and having a neuro condition doesnt help much either so I can never remember what each one of those shaders do :D


Stu.

LucentDreams
06-15-2002, 04:08 PM
Well I think everyone asks themseles, but its been asked once or twice in other forums. The reason they wouldn't call them glass+ or metal+ is cause they can do so more like simulate toon shading, or clouds and many other things too.

To see just how powerful SLA can be check out these links:

http://www.jeremyw.com/C4D_Stuff/C4D_Links.html
http://clouds.liquid-light.org/
http://forum.bhodinut.com/viewtopic.php?t=292 (all movies are gone)

Caravaggio
06-15-2002, 06:33 PM
He's just some kind of frickin genius isn't he?

edt: Excuse me, mr genius? I'm having a little trouble with some Banji settings, I'm trying to make it like a sheet of paper or a leaf, I've got a light (hard shadow) projecting object A's shadow onto object B (a thin rectangle) and both of their shadows are apearing on wall C. Now I've been messing with the settings but can't seem to get it so object A's shadow is on B's front and back but not on C, I want both of their shadows to be the same tone on C.

(Esoterica at 50, back opac at 100, front and edge at 0%. All diffuse settings left at default)

It's probably something simple but I just can't get it...

kiwi
06-15-2002, 11:39 PM
Cheers for the links Kai :thumbsup:



Caravaggio its real early here so what I say might not make sense,but what about controlling the process through render tags,that way you can set what recieves and what generates shadows :)



Stu.

Caravaggio
06-17-2002, 05:46 AM
Thanks, but yeah that makes sense. I thought about it but it wouldn't be right if I had other light sources and surfaces in the scene that might affect or be affected by it...

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