Author Topic: Getting experience  (Read 4949 times)

LigH

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Re: Getting experience
« Reply #15 on: December 23, 2007, 09:58:40 pm »
About a current plot, involving Yadili, Ileresa, Arerano, Lolitra, Irunor, Gag ... friends.

The Kamatar Memory Cubicles -- Krans, don't look!


Gag Harmond
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Lolitra, Celorrim Purrty Twins

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Re: Getting experience
« Reply #16 on: December 24, 2007, 03:56:32 pm »
hehe, they are very well done - only I emagined them as darkened surfaced with cracks in the surface allowing the inner glow out, and rune on each surface...
Her Royal Highness Lolitra Hollinthy Purrty nods regally 'I am delighted to meet you' her tiara twinkles in the crystal light.
[had to remove my signature - as the image host lost it!!!!]

LigH

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Re: Getting experience
« Reply #17 on: December 24, 2007, 11:26:28 pm »
Why didn't you tell me ever?! ... Hmm. Let's see what I will do until New Year Evening.

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LigH

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Re: Getting experience
« Reply #18 on: December 29, 2007, 10:14:46 pm »
Second try:


Gag Harmond
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Re: Getting experience
« Reply #19 on: December 29, 2007, 11:50:10 pm »
Sorry, I am a very naughty girl, let me say... my mistake not telling you, but you have done a fantastic job... in fact an excellent job.. Happy New Year
Her Royal Highness Lolitra Hollinthy Purrty nods regally 'I am delighted to meet you' her tiara twinkles in the crystal light.
[had to remove my signature - as the image host lost it!!!!]

LigH

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Re: Getting experience
« Reply #20 on: December 30, 2007, 12:46:19 am »
 :-[ I didn't mean to force you into excusing that much.  :flowers:

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LigH

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Re: Getting experience
« Reply #21 on: January 01, 2008, 12:47:18 am »
Variations:

- Some displacement mapping



- Much more displacement mapping


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Raa

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Re: Getting experience
« Reply #22 on: January 01, 2008, 02:17:25 am »
Those are nice, but how do they work?

LigH

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Re: Getting experience
« Reply #23 on: January 01, 2008, 07:06:17 am »
The advantage of displacement maps in Blender is: They are pretty easy to make. You only need a bumpmap texture as greyscale image (like a heightfield: brightness is the amount of distortion), which you add to the material as second texture, and map the "UV" input to the "Disp" output (activate the "Disp" output map once for outward changes, twice {yellow flag} for inward changes). Good displacement factors are possibly around 0.02 in this case (the second has factor 0.05).

The great disadvantage is: Only vertices are displaced, not the texture or surface distribution. That means: You can't have one 4-vertex square per side, texture, and displacement map for the inside of the square ... instead, your model will contain a million vertices and tiny squares, as a result of repeated subdivision. A pretty waste of data.
__




__




__

It is well possible that I missed a much better way to do it. I discovered this technique on my own, but I will look around and read if there is a better way.
__

P.S.:

I found that it may be a good idea to enable "Sub Surfacing" for the mesh, so the model does not need to store the million vertices in the file, instead they are generated only during the render phase, temporarily.
« Last Edit: January 01, 2008, 07:38:33 am by LigH »

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Re: Getting experience
« Reply #24 on: January 01, 2008, 07:24:52 am »
Nonono, how do the cubes work? Hehe...

LigH

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Re: Getting experience
« Reply #25 on: January 01, 2008, 07:31:23 am »
Aah, those ... uuuhm ... Gag Harmond has no idea; he heard from Queen Lolitra that they got extracted from dead Kran warriors who got defeated in the great Printh wars, and prepared with a complicated ritual. They are able to store up to 6 hours of memories each, which can be retrieved repeatedly.

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Re: Getting experience
« Reply #26 on: January 01, 2008, 07:34:55 am »
That's racist!

Good work. I like the bottom one the most.

LigH

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Re: Getting experience
« Reply #27 on: January 01, 2008, 07:40:26 am »
The last image unfortunately glares like leather, not the desired effect. I could try to test different reflectivity functions (not Lambert, but e.g. towards Phong or similar); but is it necessary? ... When I get bored, maybe.

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Suvok

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Re: Getting experience
« Reply #28 on: January 01, 2008, 08:25:06 am »
Wow. Great work. Though I can see what you mean about the leathery look. Blender gives me headaches, so I wont embarrass myself by trying to give advice. :D
Confusion is always the most honest response

LigH

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Re: Getting experience
« Reply #29 on: January 02, 2008, 01:22:42 am »
Advancing even more:

- "WardIso" specular shader gives a more pointy reflection
- "Marble" subsurface scattering adds a strange color reflectivity effect (hopefully more silicate-organic now)
- texture optimizations; stil can't get rid of that ugly seam...
- reduced the light powers
- mixed a fraction of the bump map texture to the surface color (Col) and light emitting (Emit) channel to get closer to an inner glow
- GAMMA DOWN!


Gag Harmond
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