Someone with way too much time on their hands:
Link: www.petercallesen.com --- A4PAPERCUT_000.htm
I had done something like this many years ago but had until just, completely forgotten about the technique
Here are some example's I've made of volume like rendering, done simply by duplicating a sphere 200 times inside itself smaller and smaller. The volume can be controlled by 3D noise shaders and gradients. And also by Proximal shader where by it shades based on distance to another object.
The following are controlled by shaders, 3D noise shaders and 3D gradients, you could also use Proximal shader to control the shading based on distance to another object.
Imagine being able to make them reflective/shiny sub surface scattered and render fast... that would require true volumetric rendering I think
Also I don't fancy trying to cast shadows or use GI on these things... it my explode and look bad to boot.
It's a bit of a tangent from the normal Vray/C4D use for sure. Someone could go to all sorts of lengths writing shaders to mask based on the volume of other objects, say in order to boolean a volume with another object, but it would boolean inside the shader volume no polygonal operation. And controls for feathering that and so on. 3D falloff/feather/blend controls... could go on and on. Just my fantasy here *drewls*
I wonder if a particle/fluid based volume rendering system like Mayas or Houdini's could be contorted to do this kind of thing, to have the same kind of controls or better. That may be the answer. It should be easier more practical to twist a real volume/fluid/particle solution into doing this, than to twist a 3D shader to do it, plus you'd then get the benefits of being able to do fluid like effects on it and have it interact with other objects in ways a 3D shader never could. I think the biggest problem with using fluid/volume renderer to do it is the resolution, they tend to be very veeeery slow at anything but the fuzziest resolution.
No Cubes here, just 200 Spheres + 3D Box Noise shader... honest
Made from light, the color becomes additive, though It's not quite right, the colors will flatten, they won't additive to white, which sucks.
Wait, no that's just me being stupid, you need the colors to be greater than 100% bright for that...
Tadda made from light take 2:
Cinemas gradients cannot go above 100% brightness, they are 8bit essentially, however you can multiply them up, by overlaying a super bright white layer and setting it to multiply.
Problem with this is, due to it being made from onion skins, the sides are not additive as they are not perpendicular to the camera, so where the edges should get brighter, they do not.
To solve this I tried rendering a few 100 planes stacked in front of each other facing the camera, and using a 3D spherical gradient to make it look like a hemisphere:
ooh, looks good, but won't work right if rendered from above:
In theory you could have the planes orinet to face the camera at all times, as the shape is entirely controlled by the shader.
Nice!
I also tried making it out of Cubes, but it was too slow and looked bad:
Here are some example's I've made of volume like rendering, done simply by duplicating a sphere 200 times inside itself smaller and smaller. The volume can be controlled by 3D noise shaders and gradients. And also by Proximal shader where by it shades based on distance to another object.
The following are controlled by shaders, 3D noise shaders and 3D gradients, you could also use Proximal shader to control the shading based on distance to another object.
Imagine being able to make them reflective/shiny sub surface scattered and render fast... that would require true volumetric rendering I think
Also I don't fancy trying to cast shadows or use GI on these things... it my explode and look bad to boot.
It's a bit of a tangent from the normal Vray/C4D use for sure. Someone could go to all sorts of lengths writing shaders to mask based on the volume of other objects, say in order to boolean a volume with another object, but it would boolean inside the shader volume no polygonal operation. And controls for feathering that and so on. 3D falloff/feather/blend controls... could go on and on. Just my fantasy here *drewls*
I wonder if a particle/fluid based volume rendering system like Mayas or Houdini's could be contorted to do this kind of thing, to have the same kind of controls or better. That may be the answer. It should be easier more practical to twist a real volume/fluid/particle solution into doing this, than to twist a 3D shader to do it, plus you'd then get the benefits of being able to do fluid like effects on it and have it interact with other objects in ways a 3D shader never could. I think the biggest problem with using fluid/volume renderer to do it is the resolution, they tend to be very veeeery slow at anything but the fuzziest resolution.
No Cubes here, just 200 Spheres + 3D Box Noise shader... honest
Made from light, the color becomes additive, though It's not quite right, the colors will flatten, they won't additive to white, which sucks.
Wait, no that's just me being stupid, you need the colors to be greater than 100% bright for that...
Tadda made from light take 2:
Cinemas gradients cannot go above 100% brightness, they are 8bit essentially, however you can multiply them up, by overlaying a super bright white layer and setting it to multiply.
Problem with this is, due to it being made from onion skins, the sides are not additive as they are not perpendicular to the camera, so where the edges should get brighter, they do not.
To solve this I tried rendering a few 100 planes stacked in front of each other facing the camera, and using a 3D spherical gradient to make it look like a hemisphere:
ooh, looks good, but won't work right if rendered from above:
In theory you could have the planes orinet to face the camera at all times, as the shape is entirely controlled by the shader.
Nice!
I also tried making it out of Cubes, but it was too slow and looked bad:
Some people tinker with old cars, I tinker with my blog dealy.
Fixed some things up, navigation almost makes sense now... though It's still a bit fruity... amazing how far things have come really over the years. I remember back when I twas one big flat list a mile long full of barely compressed PNG's as images, I don't even want to think of how many hours have gone into it. I know I've clocked around 50 hours in for the backend, but I'm betting I forget to clock it half the time
:-)
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Woo just (finally) made Links clickable... sad that took me 40 Minutes to figure out
:-D
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I still have lots of todo items to keep me busy with in future for this site. Making the design more interesting perhaps, though I don't want to distract from the content, it is lacking in style.
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Site Screenshot for posterity:
And these are just funny:
Awesome,funeral services advert
Lynx/Axe Advertising
And... shit this is real
:-o
That's big, now all that place needs is grass and trees, I\'m sure they can fly some in with that kind of money. Showoffs
Ok I'm starting this new 'Inspiration' section. Where I shall dump stuff I find visually interesting. A lot of the images will be shamelessly ripped from other peoples blogs, but that's what the internet is all about!
I'm also back dating it by moving some of my older posts into this where applicable.
Link: www.joshkeyes.net
Link: blog.signalnoise.com
Link: helios.mine.nu --- Inspiration
Link: helios.mine.nu --- Reality 2.0
Finally!! found a program for creating math type art, this is awesome!
I've been looking for a program like this for years now, and it runs on Mac... woo! and is free!!! double woo!
TopMod3d is a free, open source, portable, platform independent topological mesh modeling system that allows users to create high genus 2-manifold meshes.
Link: www.topmod3d.org
And some other cool apps I found along with it:
Link: paraclouding.com --- home
Just did the following with it playing about:
Not bad for 5 minutes of playing
:-D