Tuesday, April 22, 2008
ocean shader
heres a crack at an ocean scene,
not happy with it yet...but its been interesting.
ill have to find a model to stick in the water...
i got a SSS pass in there but its hard to tell if it really working properly.
no white caps yet and no tru Zdepth yet - my dodgey ZDepth was made by using an edge detect on the alpha of the water essentially creating a horizon line then blurring this and adding it to itself for the desired effect.
this was used as a mask for desaturation and SSS as well as blur.
the spec is bloomed out as well...all comped in Houdini :)
edit: next time i might try and reduce the wave height in relation to zDepth to try and
fake the scale of the scene - like a perspective cheat...any ol' trick to reduce rendering times on my old box.
edit: looking at other peoples work - i realised
i can fake the distance with a flatten effect based on camera distance.
-----------------------
some more shader practice:
simple opacity
dont forget:
the RGB has to be multipled by the Alpha to get some black for the OPACITY.
in this example i had a 32 bit TGA - which i then broke into its RGB vector and a 4th float value (the alpha) with a convert VOP
(convert Vector4 to Vector)
an image with an alpha channel may need the 'premultiplied' treatment.
- this can be done in COPS.
Monday, April 21, 2008
weekly research: MIP mapping
what is MIP ?
wikipedia has the answers
Mip maps (invented by Lance Williams in 1983)
... are pre-calculated, optimised collections of bitmaps that accompany a main texture, intending on increasing rendering spped and reducing artifacts.
MIP is an acronym, from the latin : multum in parvo, or "much in a small space"
If the full res map isnt required - the renderer will automatically switch to a lower res version, or interpolate between the full- res version and a lower res version - if tri-linear filtering is enabled.
see anistropic mip mapping.
wikipedia has the answers
Mip maps (invented by Lance Williams in 1983)
... are pre-calculated, optimised collections of bitmaps that accompany a main texture, intending on increasing rendering spped and reducing artifacts.
MIP is an acronym, from the latin : multum in parvo, or "much in a small space"
If the full res map isnt required - the renderer will automatically switch to a lower res version, or interpolate between the full- res version and a lower res version - if tri-linear filtering is enabled.
see anistropic mip mapping.
capsule asset re-made
the original capsule asset post (post #2 is updated with some pics)
and the asset was remade.
original capsule post
and the asset was remade.
original capsule post
Wednesday, April 16, 2008
crab update !
HOOOPLA !
a new render of the crab with rangi's HDRI shader
there'll be more renders as his face design will be changing...
Tuesday, April 15, 2008
Saturday, April 12, 2008
ball ' o worms
Wednesday, April 9, 2008
LINUX file permissions
from www.linuxforums.org/security/file_permissions.html
r readable
w writable
x executable
u user
g group - ie Administrators
0 others - not a member of a group or the owner of the file
a all
- no permission
use ls -l to see file permissions
eg
ls -l myfile
-rwxr-x--- 1 george administrators 10 2006-03-09 21:31 myfile
so for george - the owner - the file is readable , writable and executable.
for other administrators - the file is only readable - not writable but still executable
other users cannot read, write or run this file.
changing permissions : chmod
if george wanted to give write permission tot he other administrators
he would type
chmod g+w myfile
see the url for details
tricks from the forums ! - thx to all Houdniks out there !
Tuesday, April 8, 2008
some HScript ! arc, argc
arg - looks really useful.
returns an argument - the one4 specified from a list of argts in a string
it fillows the format arg("stringline", float arg number - starting from 0)
ie
arg("yellow world ",1) returns world
arg("yellow world ",0) returns yellow
argc (arg-count) returns a number of arguments
eg
argc ("This string has eight words seperated by spaces") returns 8
argc ("Quoting `makes this one arg`") only returns 2 as `makes one arg` is only counted as one arg - because of the quotes.
returns an argument - the one4 specified from a list of argts in a string
it fillows the format arg("stringline", float arg number - starting from 0)
ie
arg("yellow world ",1) returns world
arg("yellow world ",0) returns yellow
argc (arg-count) returns a number of arguments
eg
argc ("This string has eight words seperated by spaces") returns 8
argc ("Quoting `makes this one arg`") only returns 2 as `makes one arg` is only counted as one arg - because of the quotes.
Monday, April 7, 2008
weekly research ! some MATHS
Summation
reading some research on making car shaders i saw some crazy maths i recognised from high school so i was curious as to what it all meant.
from wikipedia
Summation is the addition of a set of numbers; the result is their sum or total.
Vetcors
unlike scalars, vectors have more than one component.
they have a direction and a magnitude.
they can be notated with an arrow over the start point and the end point
there are a few methods for addition
a. the end to end method - move one vector to the end of the other one
b. parrallelogram method
in addition they are associative A+B = B + A
negative vectors (5:31)
Subtraction of vectors
A - B = C
A+(-B) = C
(the negative of a vector is pointing in the opposite direction)
when you add scalrs - there is only one answer
but with vectors there could be more than one answer if there is missing information
ie we dont know the direction of a vector - but we kow its magnitude.
with a 3D say vector A vector - we project it onto the xyz axes
the unit vector is like a control
the axes are always pointing in the positive direction
and the magnitiude is always 1 for each axis.
it is noted with little roofs on the vectors to show its a unit vector
decomposition of the vector A:
we break it down into its 3 components
the magnitude is the root of A2 + Y2 + Z2
it is notated with Abs lines / vertical bars around the A (magnitude is a scalar)
Multiplication
there are two methods
dot product / saclar product - notated with a fat dot
the angle method
we project B onto A - then the dot product is |A| |B| cos Theta
the dot product can be pos or neg or = to zero.
it doesnt matter if you take the acute angle of theta or the obtuse angle of theta
their cosines are the same
to be continued !
Tuesday, April 1, 2008
weekly research: CHROMATIC ABERRATION
from wikipedia:
chromatic aberration occurs when a lens has a slightly different refractive index for different wavelengths of light - resulting in some fringing of some colours.
...just like 'The Dark Side of the Moon' - :D
this could be and is often used to enhance realism in cg images.
how ?
here's my hack
we could render split the RGB and adjust the hue and offset or distort the channel a little then mix it back in the comp.
& here' s my attempt at a copnet - made long after this post : 22 Jan 2010 !
and here's a beautiful example from Andrew Schneider:
schneiderFX/Macro
UPDATE...
I've applied it a little here for my bubble render...hopefully it helps sell it a bit !
UPDATE #2
I stumbled across a link to a great tutorial for achieving the effect in After FX
a couple of points I got from it:
the colors used in the effect in this tut were pure Cyan and Magenta
The other thing was that the effect was used more toward the boundary of the image - the effect was masked off in the center of the image with a soft-falloff / a large amount of feathering.
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