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Betis
The Blacksmith

Posts: 1207
Filters: 76
I really want to play with shadows, and since emitted light is projected in a sphere, we are going to need to use Uber's Spherify/Unspherify snippet smile8).

Here's a snapshot of what I've been working with.



and the snippet.

Shadows.ffxml
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
This be nice! smile:)

Try making the shadows the same color as the light.
Also, try making the offset right after the motion blur negative, it looks pretty cool, like looking down at a city with really tall buildings.



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Betis
The Blacksmith

Posts: 1207
Filters: 76
Shadows are the absence of the color of the light casting them, so if a red light is casting a shadow, and no other lights are around, the shadows are black.

Shadows from the sun have a blueish hue, this is from the ambient light of the atmosphere, as well as absence of the yellow tint the sun is.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
New Picture and Snippet




Shadows.ffxml
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Remember, the farther the object is from the light source, the longer the shadow. If the motion blur component had a green input for radius, this would be solved by adding a gradient where the top color is black and the bottom color is lighter (here is where "shadow length", or the more 3d "light height", slider would come in).

Even if it doesn't, you can still use the gradient (first color = 50% gray, second color lighter with the slider) for the offset v on the offset right next to it. The problem is that this makes a shadow in front of the object (towards the light) as well as behind, so you would somehow need to get rid of those shadows in front.

Or, the Filter Forge team can make a unidirectional motion blur *nudge nudge*

I guess I can try Crapadilla's wind blur, slow as it is...
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Alright, I replaced the motion blur with Crapadilla's wind blur, using a gradient for all of those vertical offsets in it. Now you don't even need the offset you have there. I know your old version took only 23.25sec and the new one 1min 21sec on my pc but i think it's worth it.



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Betis
The Blacksmith

Posts: 1207
Filters: 76
Well, it's not like I forgot, it's just very hard to implement into FF. Besides, the poles nearest to the light source need to be bigger, for they block more light.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Interesting stuff, guys. Next up: light rays with variable center! smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I think it would be relatively easy to implement, once you get the formula down, the center is no different than any other place.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail

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