View Full Version : Xrayted: Screen full of blood
David Coombes 11-13-2002, 11:15 AM Here's a an image taken from a recent xray investigation into a disease I picked up from an accidental chemical spill in a rubber duck factory. Image enhanced with RealSoft3D.
David
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hehe i didnt see the ducks at 1st :) nice !!
Bounce
11-13-2002, 12:50 PM
Originally posted by R055
hehe i didnt see the ducks at 1st :) nice !!
Either did I. Thats pretty cool. Well done! :applause:
scribble
11-13-2002, 03:04 PM
heheheh classic, nice work man. :)
:applause:
Frank Dodd
11-13-2002, 04:14 PM
Thats the last time I feed the ducks, I didn't know they had teeth like that, they could have your hand off ;)
Very nice surreal abstract image David I love it. A great idea and nice electron microscope like shader too.
:love:
emilioG
11-13-2002, 04:23 PM
hahah, that's awesome!
Very cool.
And I didn't see the ducks at first either:p
Tell us about the shader you used. Very interesting...
dwillms
11-13-2002, 05:13 PM
Nice! Thats something you would see as a poster in a waiting room...With a hint or something written at the bottom !! Nicely nicely done
David Coombes
11-13-2002, 07:00 PM
Hi all,
Thanks for the positive feedback (and lack of corrections required :) )
The shader's written in RealSoft's amazing material language, VSL (Visual Shader Language). For those that don't know, this is an object based language where instructions are objects dragged into an execution list. It provides unprecedented power and versatility and is one of the reason ithis is my 3D app of choice!
In this case it's just a simple matter of defining illumination by the angle of the surface relative to the camera. When the surface is facing the camera, make it dark; when it's facing perpendicular to the camera, make it light. There's a few other materials added to create surface distortions. Very easily done!
David
emilioG
11-13-2002, 07:13 PM
thanx! Sounds simple enough, but still, the results are fantastic!
:applause:
David Coombes
11-13-2002, 07:27 PM
Just had a thought, how to do this effect even if your renderer doesn't support it.
Create your scene and render it with one distance/directional light source pointing in the same direction as the camera, so that the scene is lit face on. Make sure all objects are white and light is white and render without any shadows, GI or ambient light.
Then just negative the image and colourize it if wanted. Easy :p
David
emilioG
11-13-2002, 07:32 PM
hahah, nice!
I think there is a way in 3dsmax...
Thanx for the tip(s)!
Jeffo
11-13-2002, 07:52 PM
very cool work!! :) love the ducks!
i think you could achieve that look with falloff maps... i dont mean to plug my work but this is one i did with falloffs...
here (http://www.3dluvr.com/jeffo/images/blobs.jpg)
although its not as complex as yours, i think its a similar foundation...
anyway.. NICE! :thumbsup:
Drayven
11-13-2002, 09:33 PM
Absolutely love it, great job :buttrock:
JBruckner
11-14-2002, 01:01 AM
Amazing, but I dont see the ducks, maybe im just stupid.
Mythigo
11-14-2002, 12:52 PM
:applause: Clever.
David Coombes
11-14-2002, 01:43 PM
Originally posted by Jeffo
very cool work!! :) love the ducks!
i think you could achieve that look with falloff maps... i dont mean to plug my work but this is one i did with falloffs...
here (http://www.3dluvr.com/jeffo/images/blobs.jpg)
although its not as complex as yours, i think its a similar foundation...
anyway.. NICE! :thumbsup:
Hi Jeffo,
Looks similar, though more like a conventional microscope then EM I think. How do Fall-off maps work?
David
Akurra
11-14-2002, 07:04 PM
David, I still think you could try to animate it, after a month you would have few seconds (just leave it for a night to render).
Perhaps if you move one duck forward, it would be more 'dramatic'
:thumbsup:
David Coombes
11-14-2002, 07:11 PM
Hi Piotr,
I used to leave the Amiga rendering overnight a decade ago (in the days of shiny sphere on checkered floor) but with the noise of my current PC I'd never get any sleep! :mad:
So you think move the ducks around? Maybe I should add a third, more facing the camera?
David
Boris
11-14-2002, 07:22 PM
Hi David,
cool idea and making :applause:
Akurra
11-14-2002, 07:23 PM
One duck, must be definetely a dominant. Wide angle and perspective (not too wide). So the teethy beak shows well to the cam.
As for rendering overnight: it takes a man. :) BTW: did you render the flapping bird sample animation on Sculpt 4D? :))) Few flaps over night, with 100x100 resoulution (no reflections)
Klaymen
11-14-2002, 07:23 PM
Cool pic
agree, you should add another duck facing the camera (seems like a lot of ppl have trouble seeing the ducks at all :-)
can this strange inverted color effect be achioeved with 3ds max, if so, do you know how?
Akurra
11-14-2002, 07:26 PM
You should use FALLOFF material for color and transparency... works fine.
David Coombes
11-14-2002, 07:45 PM
Originally posted by Klaymen
Cool pic
agree, you should add another duck facing the camera (seems like a lot of ppl have trouble seeing the ducks at all :-)
can this strange inverted color effect be achioeved with 3ds max, if so, do you know how?
Hi Klaymen,
Don't know about Max's particulars, but earlier in this thread I explained how this style can be created in any renderer by setting up lights and post-processing in an art package.
David
CourtJester
11-15-2002, 12:31 PM
If your app supports either negative lights or negative diffuse channel values (i.e. a surface that gets darker, the more brightly lit it is), there's many ways to do it without any post.
1. High ambient/many backlights, negative light aligned with camera
2. Luminous surfaces, combined with negative diffusion, normal light aimed with camera
3. Incidence angle shader on color channel or diffuse channel (using LightWave terms here)
don't forget color inversion with negative anything; a green negative light gives a magenta cast, a green negative diffuse surface goes to the purple side under white light.
I found the negative diffusion bit by accident using LW 5.0m, which didn't have negative lights yet, and it was really amazing. Great for faking big soft shadows under cars etc.
CourtJester
11-15-2002, 01:06 PM
Here's two quick examples:
Zapped due to recalling the forum rules.
sorry dudes, this board uses the same system as another one I'm on, force of habit.
CourtJester
11-15-2002, 01:09 PM
and another using incidence angle on transparency to get an effect a bit closer to the rubber duck shot. A negative light is used to bring out the bump detail.
CourtJester
11-15-2002, 01:11 PM
new and improved post, with image.
Note: just noticed which forum I'm on, sorry! zapping now.
Akurra
11-15-2002, 01:20 PM
I wonder, those two are rendered in LW or MAYA? What was the render time?
CourtJester
11-15-2002, 01:23 PM
Wow. I didn't think anyone was up at this hour to see me thrashing around in here.
These are (were) LightWave images, the first was Hypervoxels.
Render time was minute on the first, but that was hypervoxels itself. The geometry shot was done in 8 secons with a/a, dual Athlon 1800+ one thread, LW 7.5
I'll just split the difference and link them here:
Cells (http://www.altyna.com/examples/cellz.jpg)
Bones (http://www.altyna.com/examples/bonez.jpg)
... edited one last time to add. after all that panic, I notice that the thread is in General Discussion, not finished work, because it was moved. Odd, because the hierarchy string at the top still showed Gallery>finished work on the edit page! All that over nothing. oh well.
David Coombes
11-17-2002, 06:37 PM
Originally posted by Akurra
Perhaps if you move one duck forward, it would be more 'dramatic'
:thumbsup:
Here's a re-render with a third invading duck-cell. Do you think it adds to the scene? I'm not sure myself. I think the original had a quiet quirkyness about it. The fact that people missed the ducks on first glance makes it a bit more "arty" and the obvious invader changes the whole mood. Maybe ;)
David
David Coombes
11-17-2002, 06:39 PM
Previewing removes the attachment. Here's image 2!
TMortan
11-17-2002, 09:02 PM
I like the first image better, couldn't see the ducks right away.
Fiber
11-17-2002, 09:35 PM
same here:)
Lukashi
11-18-2002, 03:22 AM
yah i def liked the first post, took me like a minute to find the ducts :), the new one is no fun :(
Frank Dodd
11-18-2002, 12:17 PM
Yes my thoughts exactly, half of the fun of this image is trying to work out whats going on :) That last duck makes it too obvious :)
dark_lotus
11-18-2002, 12:53 PM
i cant see the ducks, unless they are the wierd blood cells, in which case i don' think they look like ducks.
But thats not the point.
Great Image though:thumbsup:
Jeffo
11-18-2002, 02:50 PM
Hi Dave,
sorry for the delayed response.. the way falloffs work (which i may be totally incorrect, but this is how it appears to me) is exactly how it sounds, it falls off. You have two possible slots, start and finish (although there are different types of falloffs which will react a little differently such as shadow/light, distance from camera, perpendicular etc. all depends on the software) it will basically blend from the first slot to the other.
thats about it, its fairly simple!
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