Advanced topology maps.

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  07 July 2012
Advanced topology maps.

Hi All,
I've uploaded a preview video showing some features of a project i'm working on called "Advanced Topology maps". Please check out the video. I would be greatful for any thoughts you all may have on the concept.

To the video...

cheers
Paul Everett
Tools4D.com
 
  07 July 2012
Nice preview, Paul. Looking forward to sss preview and soon release)
 
  07 July 2012
another preview...

ok, lets try another preview.

http://www.youtube.com/watch?v=eb_nXG1jTYA

cheers
Paul Everett
Tools4D.com
 
  07 July 2012
Looks useful.

Q: in this second youtube sample, you state "imported landscape grand canyon".
Are these then .dae base files ? Edit: I meant .dem files.

TIA
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Last edited by vid2k2 : 07 July 2012 at 02:51 PM.
 
  07 July 2012
no , they are not the .dea base files.

This is a model I made using my own power dem importer and various other software I have writen.

If anyone needs finished models like that, I can make them.

regards
Paul Everett
Tools4D.com
 
  07 July 2012
Hey Paul,

These vertex maps look phantastic. Always wished for something like that in the form of shaders. Would it be possible to extend the AO to a simple per vertex GI? Like 1 or 2 bounces? Then you would make many Prime users very happy I guees (at least one ;-)).
Do you have any idea about availability and pricing yet?
I would be interested to see the user interaface. Is this implemented as some kind of tag?

cheers, chris
 
  07 July 2012
dialog,ect

>per vertex GI

that is essentially what it is , it generating the surface diffusion , at a "per vertex" level and storing the illumination intensity as a vertex map. which you can then use to shade, any way you want.its not a cheep 2D effect, its a full bounce occlusion pass and uses a really fast raytracer I built just for this job.

you can have as many bounces as you like , but as a vertex map is just a single channel theres no way to store a color, other than to make my own color data tag. which im reluctant to do as I cant seem to get anyone interested int he project so far(which means im now in cut back mode)
>interface
is a tag
but could be anything.... tag just proved to work best(least problematic) with the somewhat awkward implementation of the vertex tag in c4d.

>dialog

Last edited by tapaul : 07 July 2012 at 04:08 PM.
 
  07 July 2012
Thumbs up

Wow, this stuff looks quite cool and interesting!

Keep up the good work.
 
  07 July 2012
Interesting. Must watch this later.
 
  07 July 2012
I can't believe there is no interest in this... Maybe the thread title doesn't convey the important information. I fear, the same goes for your first post. Sometimes I am also too lazy to watch a video without knowing what it is about. I think some pictures would have spoken for themselves. But it seems the above screenshot does the trick ;-)

Yeah, I can understand why color bleeding won't work that way... too bad! I think a GI-option for Prime - users inside the c4d renderer should sell well (although I have no idea how many poor primers are out there)
 
  07 July 2012
Thumbs up

cool stuff paul!
 
  07 July 2012
this is huge paul. will the thickness maps be able to be rendered as a multipass ? i can imagine a ton of ways to use this in comp to fake SSS.
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  07 July 2012
really interesting stuff goin on there Paul! Takes some time for me to really understand what could be achieved with this, but it looks like it has lots of potential.
The shadow example is also very interesting. So without lights you can manipulate the perfect shadow?
 
  07 July 2012
Originally Posted by ooo: So without lights you can manipulate the perfect shadow?


yes,you can pretty much see exactly what the rendered shadow will be like and or improve on its quality.
 
  07 July 2012
That looks really interesting Paul..
I've made a post on the Lounge as well.

- link -

Peace,
Rich_Art.
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