OZONE Asylum
Forums
Philosophy and other Silliness
Interesting Thoughts to Share
This page's ID:
30319
Search
QuickChanges
Forums
FAQ
Archives
Register
Edit Post
Who can edit a post?
The poster and administrators may edit a post. The poster can only edit it for a short while after the initial post.
Your User Name:
Your Password:
Login Options:
Remember Me On This Computer
Your Text:
Insert Slimies »
Insert UBB Code »
Close
Last Tag
|
All Tags
UBB Help
Bloody well done. A few moments ago I had an epiphany. Two things that I have been running through my head collided. Very simple little thing and I'm kind of surprised that it didn't occur to me before. ---- A long time ago, this guy wrote an awesome tutorial called Raytracing in Photoshop. If you took some very specific 3d renders into Photoshop, more fun was to be had. That really set me down the path. With most high-end 3d packages, you can bake things to texture. With some material/shader savvy, you might even be able to bake some special renders for more post fun in Photoshop. There have been two basic baked renders that I have been playing with in Photoshop. The first is a space render. The XYZ positions are translated directly to RGB. Once you get these into Photoshop, you can do volume selects as if it you were still in the 3d program. The ChOps can get heady, but get tons easier if you are a code monkey. Want to volume select the just the head and fade over the neck and shoulders? Not a problem with a sphere or oval. It tickles me pink being able to do such 3d work in a 2d program. The other is a normal render. The direction that the geometry is facing is encoded into RGB. For example, the up vector might be RGB=(128,128,255). Any geometry that is facing up will have those values. Facing to the left might be RGB=(255,128,128). And so on. With normal renders, you can toss in an arbitrary vector, get theta from the encoded normals, and do faux lighting tricks. When you combine those two, you can do some really cool selection/mask tricks. Let's say that you use the normal render to select areas that face up. This would include the top of the head and the top of the feet. Then you use the space render for just the head and ChOps it against the up normals. What do you end up with? A faux light that shines down on the head, but excludes the read of the body (like the tops of the feet). Not without it's problems, but still uber cool. Nothing like 3d ChOps in a 2d program. One thing that get rather intensive is tweaking lighting in a 3d program. But if you can move things to a program like Photoshop with Layers and Blending Modes and things, the tweaks should come quick and easy without have to constantly re-render. OMG Uber! ---- I've been looking to expand on those tricks with a little extra sumpin sumpin. What if you wanted to use those tricks, but toss in a bump map that you painted? How do you use a bump map to modify a normal render and a space render? How would you put that together? So I have been running around learning about rotating vectors, playing with Pythagoras, Sobel, and a few other things. Then what I said earlier in this thread occurred to me. Instead of adding a bump to modify existing channels, or add the bump map as a channel itself, add it as a dimension. Let it interact with existing channels in full 4d glory instead of 3+1 dimensions. The past hour or so I have been doing some preliminary messing around and I am very happy so far. That extra bump dimension is the extra artsy-fartsy 'slope' parameter that I have been looking for. I can't even begin to imagine some of the things that can be done. OMG I just got another idea. I gotta go play some more. And I think that I finally have gone off the deep end. I've thought this before in the past, but this time I really mean it. play.fiddle.learn [img]http://cablespeed.com/~jlhalmich/ozone/koopaisgreater.gif[/img] [small](Edited by [url=http://www.ozoneasylum.com/user/351]warjournal[/url] on 07-06-2008 13:04)[/small]
Loading...
Options:
Enable Slimies
Enable Linkwords
« Backwards
—
Onwards »