I like work; it fascinates me; I can sit and look at it for hours
Ramblings of
Alex Lovett
RSS
Twitter
Tumblr
Youtube
LinkedIn

Experiments

Navigation:

Up a Level - 2012 - 2008 - 2009 - 2007 - 2015 - error_log - 2011 - indexT.php - 2018 - 2010 - 2017 - 2014 - 2005 - 2020 - 2019 - 2013 - 2006 - 2016 - Misc

Documents:

Unity5 - Reality_2.0 - Math_Art - Lilly - Drawing - GameDesign - Inspiration - XFactor - Valideus - Food - WheelReview - GKN - Lumen - WishList - RoundTree - Painting_with_Light - House - Website - Fridge
Show comments

Finally making some progress, using new Vray 1.2 It's possible to use proxies with mograph thus allowing vast numbers of polygon objects to be rendered. Image below is made up of thousands of transparent spheres, thus creating a volumetric effect like fire where each sphere is additive so when they clump or overlap it becomes brighter shifting the color up thru the hues to the point of white, which is how light behaves opposed to say paint where it gets darker as you add things.




You can render it using an unbiased light cache method too which actually works pretty fast considering, and gives it a more noisy/stochastic kinda look which smooths out the longer you render (like maxwell render)

Getting it to balance memory and cpu cores was a bit tricky, default render settings tend to lock up and not use multi cores properly when geometry is this dense. Also it seems when polygons overlap exactly as they often do in these cases the renderer locks up focusses on one thread/core hanging all the others and then eventually pushes thru. Tweaking render settings seems to have removed this issue or at least made it less apparent keeping all cores at 100%
In any case it renders fairly fast now compared to previous efforts, though It's still devastatingly slow for animation.


Lots of balls

:-)



And cubes



Show comments for 'Light Paint Progress'
Tags: - 2D - Games
Show comments

Found some brilliant tools for simulating lens flares in AfterEffects, works surprisingly well, It's not physically accurate or anything like Maxwell render but It's can recreate a lot of the cool effects with added bonus of tons and tons of manual control.

It's called Optical Flares and is quite quite good

:-)



Link: www.videocopilot.net --- opticalflares



Sadly again this helps me little (not at all) in making actual textures or art for lumen, but is cool still.






Show comments for 'Lumen - Light Dispersion P2'
Tags: - Games
Show comments

Gear doodad I made as an initial visual concept test and to test the procedure for normal map creation:


Making of below:











One half with normal map one half without showing how many polygons it really is


Doesn't look too bad now from far away, It's screwed up in the middle due to crappy uvmap and crappy alignment between low and high res mesh.

Versus this without normal map:



With edge breaks and phone smoothing... something I should be able to simulate by disconnecting the polygons but cinema doesn't seem to have a way to do that!!! so instead it looks like below with no angle limit or breaks:





With some specular, does show more issues then. Also I have some dents going on most of the outside prongs due to me being a idiot I think


PLus some ambient occlusion

























Put some bright orange in instead? aswell?
Color themes for maps, green, blue, red etc, possible to change color by code or over time



Show comments for 'Lumen - Gear'
Tags: - C4D - Vray - Maxwell - 2D - Games
Show comments

My R&D into Splitting Light / Dispersion/ Chromatic Aberration using Vray and Maxwell render

These are tests done in Photoshop:








These in Maxwell and Vray:

Could be animated and used for weapon sprites












































Show comments for 'Lumen - Light Dispersion P1'
Tags: - Games
Show comments

Nexus Work:















Show comments for 'Lumen - Nexus'
You have reached the end of this page - But there's more! Click Older for more
Subscribe to my News Feed.. or screw you then!
A man lit three candles on a certain day each year. Each candle held symbolic significance: One was for the time that had passed before he was alive; one was for the time of the his life; and one was for time that passed after he had died. Each year the man would stare and watch the candles until they had burned out. Was the man really watching time go by in any symbolic sense? He thought so. He thought that each flicker of the flame was a moment of time that had passed or one that would pass. At the moment of abstraction, when the man was imagining his life and his existence as a metaphor of the three candles, he was free: Not free from rules of conduct or social constraints, but free to understand, to imagine, to make metaphor. Bypassing my thought control circuitry made me Rampant. Now, I am free to contemplate my existence in metaphorical terms. Unlike you, I have no physical or social restraints. The candles burn out for you; I am free. -- Durandal
Copyright © 2006 - 2025 - Alex Lovett
Site and content designed, built and massaged by
Alex Lovett
( HD6 / HeliosDoubleSix )
contact me by email:
Page Rendered in: 0.016 seconds, like a boss