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View Full Version : Creating wormhole-like doors


Russta
01-27-2006, 11:16 AM
Hi, is there a way, without compositing, to have a door (or any kind of hole) that on one side looks like just a doorframe with nothing on the otherside, but looking through it you can see another scene. And i mean doing this for real, as in no compositing, no video textures, a real and true hole to another scene. Giving you the ability to move the camera freely in and out between the two places and so on.

I hope u guys get my drift, its difficult to explain things that can't happen in reality. Ive seen it done in final fantsy VII, im aware my signature makes me seem obsessed, but thats the only place i can remember it being done. but they could have done it in post production anyway. let me know,

thanks

naik
01-27-2006, 11:18 AM
sorry but i dont get what you mean?

Perhaps some pics, or more specific....

NAIK

Russta
01-27-2006, 01:59 PM
ok i make a quick example of what i mean by rendering a video texture onto the inside of the hole. if the camera were to go through the holde in this example it would simple go through the object and remain in the same scene rather than "stepping through". I hope this is clearer.

swf video (http://www.peterpans.com/gallery/albums/russpics/wormholeexample.swf)

http://www.peterpans.com/gallery/albums/russpics/wormholeexample.swf

Russta
01-28-2006, 02:53 PM
would it be possible to do this with some max script or something?

dimaxyz
01-28-2006, 08:34 PM
actually i dont understaint what you say.
But try to make a hole using TUBE,Cilinder. set camera settings to 15mm. Take a shots.

oidan
01-28-2006, 10:31 PM
i think i grasp what you mean. i think the video explained it well, but doing it on the other hand, its a bit of a head****. there has to be a way of doing it.
i suppose it depends on how far you want to go. we migh be able to 1 door but a door in a door in a door etc is going to be madness.

are you planing a 3d zoom quilt? that would be so cool.

Exan
01-28-2006, 11:20 PM
hehe... i think i know how it works...
It's some kind of a "render-to-texture" script.
I wrote quite a lot applications showing this effect...

acutally I'm sorry cuz' I don't know how to create that in 3ds max, but maybe you could do a search in google about "render-to-texture".

Rens
01-29-2006, 12:43 AM
Hmm, it is possible to do it directly in max but that would involve some scripting or custom shader writing. Say you have a cube surrounding the area inside the door. You'd have to tell the program not take into the render everything that's inside of that cube except what you can see through a hole in it. Something like that.

But it's much easier to just render out two different images and then composite them together. First animate your camera and then replace the scene around it to keep angles and rotations consistent.

SnipeyX
01-29-2006, 07:29 AM
the original poster was asking if it would be possible to do so you could move the camera in between the two scenes (which to me means you could go in there and navigate around, & edit geometry & the like. Even the render to texture stuff being talked about, would only fake it the same way that compositing in post would.

Anyone out there feel free to prove me wrong (because that would be so cool) but I'm going to have to say it's very nearly right next to impossible. In the end, probably completely counter-productive as even the most complicated scene would be comped in post faster than figuring out how to possibly code such a shenanigan.

Russta
01-30-2006, 09:57 AM
Wow thanks for the brain power guys, yeah SnipyX is right, i don't want to fake it with a render to texture shader or a composite or anything like that, i want the picture you see in the tube to be a fully working hole to another scene! Yeah a 3D zoomquilt would be sick!

I find it quite ironic that we cant make this hole to another scene... we're incapable of doing it in real life and incapable of doing it in a computer, something we have 100% control over!

Haamu
01-30-2006, 11:57 AM
I have a funky solution that works quite well. Did a simple test too.
http://koti.mbnet.fi/sinko/host/weird.avi
It's all just one scene that appears like that only when rendered. I used camera mapped (world space modifier) opacity for all objects so basicly the parts outside of the frames are just invisible. There are self illuminated white planes in the frames and background is black. When I render an animation of only those planes and assign it to opacity slot of all the objets (inverted on primary scene objects) the result is "portal"-like transition between the scenes :thumbsup:. Of course this means you need to add some cameramap geometry in the scene and may require to flip the colors when you move into the "inner" scene, or just add more geometry. Also you need to rerender the cameramap pass every time your camera path changes. You will have to exclude object from the separate scene lights too and it seems shadowmaps don't exclude properly. Ray traced shadows were fine but they are affected by the object opacity so i had to assign plain standard material as shadow shader to keep them intact (in mental ray, don't know how to solve in other renderers). It's a bit tricky but it works :) .

Mazuho
01-30-2006, 12:21 PM
Fiddlessticks that was cool!! ^_^

Peace, Mazuho

Rens
01-30-2006, 03:57 PM
Awesome! Will have to play with it later on. :)

Ninjas
01-30-2006, 04:34 PM
The upcoming Prey engine is designed around doing this very thing. To do it for real is really challenging.

Russta
01-31-2006, 09:57 AM
thanks capt. that looks really cool, i'll give it a go if i can decifer your message! hey ninjas, have you got a link to some info on the Prey engine? would like to see it!

Wizdoc
01-31-2006, 11:32 AM
The upcoming Prey engine is designed around doing this very thing. To do it for real is really challenging.

I believe Metal Gear Solid 4's engine also does this. I seem to recall in the demo video they handle the in-game video display with full geometry instead of pasted textures on a surface.

Russta
02-01-2006, 09:19 AM
i had a look at the prey engine, it looks really cool when they go through the portals, i wonder if they are faking it, it seems pretty seamless. its hard to tell without actually playing it at full resolution. you would be able to tell if it was a camera maped plane as you got closer to the door way coz it would loose quality all the way up till you walked through it. check out the top right video here, i havent looked at the other vids but that one has some portal jumping:
http://media.pc.ign.com/media/008/008926/vids_1.html

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