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ronviers
lighter/generalist

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Hi,
I am trying to apply an anisotropic surface to this filter but I really don't know what I'm doing. Can someone tell me if the surface of this filter appears anisotropic? And if it does not; what term is used to describe the surface as it appears.

Thanks,
Ron

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Kraellin
Kraellin

Posts: 12749
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no idea, ron, but i like how the red bands sort of dig into the sphere.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Carl
c r v a

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ronviers
lighter/generalist

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Thanks Kraellin and Carl. Here is another example that I think would be considered to have an anisotropic surface. It's obvious from this one that if the location of the object or the view angle was changed the appearance of the surface would also change but I am still not sure if that is sufficient to call it anisotropic. One thing I do know is that the appearance of the first one is what I was trying to achieve so it's at least a limited success. I will submit the new version and avoid any reference to anisotropic just in case I have been playing around with something else.

Carl I tried the link in many variations but could not get it to work.


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Carl
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CG education

try this its worth looking at smile:) the whole site would be of interest I hope for you smile;)
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
This look excellent Carl. I have only took a peek at it but I already see that I may be able to take what I learned from my Mesh Wrap filter to offset the Blur map and get a better effect. If it works out I will post a sample - thank you. smile:)
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Sphinx.
Filter Optimizer

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Wether you achieved it or not, depends on what level of anisotropy you are focusing on. If you are only talking about the texture surface of the orb, I guess it makes sense to speak of anisotropy ("property of being directionally dependent"), due to the surface light/shader model. However the whole orb and the way the texture wraps around, I think, doesn't appear anisotropic - you need the texture to wrap around the orb.. i.e. transform the heightmap using spheric mapping

Check out how the dimpels follows sphere curvature in this example: http://www.filterforge.com/filters/4633.html
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ronviers
lighter/generalist

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Quote
Sphinxmorpher wrote:
need the texture to wrap around the orb

I'm all over it!
Check this one out.

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ronviers
lighter/generalist

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Very fake looking but I think I can correct it with offset.
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Sphinx.
Filter Optimizer

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Quote
ronviers wrote:
I'm all over it!
Check this one out.


Very high frequencies in this one.. its hard to see anisotrophy here.. perhaps I'm looking for the wrong signs? lol
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ronviers
lighter/generalist

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The difference is the noise is now preferring a direction whereas in the first two the noise was random. From what I gathered from the article anisotropy requires a predominant direction. I will post a better one shortly.

Thanks
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Sphinx.
Filter Optimizer

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Quote
ronviers wrote:
From what I gathered from the article anisotropy requires a predominant direction


Yeah, still "researching" on the topic, but it seems that it very much depend on what you are talking about (i.e. light, texture mapping, depth etc), but in general anisotropic lightning seems to have this predominant direction when reflected on surfaces..
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ronviers
lighter/generalist

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Quote
Sphinxmorpher wrote:
anisotropic lightning


Wait a minute; we are talking about surface characteristics not lighting, is that correct or am I missing something? smile:?: smile:?:
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ronviers
lighter/generalist

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Here is one moving in the right direction - I have wrapped the distortion around the object. I will finish the article and try again.

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Sphinx.
Filter Optimizer

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Quote
ronviers wrote:
Wait a minute; we are talking about surface characteristics not lighting, is that correct or am I missing something?


The two things are connected more than you'd think - bidirectional reflectance distribution is something the shader produces based on surface properties/characteristics - so in order to make this work at all, you must have a shader that supports illumination of such properties - do a search on BRDF
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ronviers
lighter/generalist

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Filters: 35
I now think the lighter area I have enclosed in red should have a rainbow in it. Of course in reality that would depend on the distance of the bumps but in my mind I see rainbows. smile:)

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ronviers
lighter/generalist

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Quote
Sphinxmorpher wrote:
connected more than you'd think

Indeed.

Here is one where I fake a light source shaped like a fluorescent tube. Not pretty yet but I think I can get there. I will do another one with a light shaped like a ball.

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ronviers
lighter/generalist

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Here is one where a few randomly located ball shaped lights are place in the scene. Unfortunately the whole thing looks like crap and I scrapping it – learned a lot though. smile:|

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Kraellin
Kraellin

Posts: 12749
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anisotropic has quite a few technical definitions, depending on what field of science or endeavor you're talking about, but the simple definition is:

Showing differences of property or of effect in different directions.
www.mpoweruk.com/glossary.htm

Not possessing the same properties in all directions (the opposite of isotropic). Because of its fibrous structure wood is anisotropic.
www3.sympatico.ca/3jdw8/glossary.htm

and for a slightly more technical definition when applied to optics and light:

Materials that are anisotropic have non-uniform spatial distribution of optical properties (for example, refraction, transmission, reflection). ...
www.olympusmicro.com/primer/techniques/dic/dicglossary.html

and notice in that last one that it's the material that is anisotropic.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

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Quote
Kraellin wrote:
it's the material that is anisotropic


Yes but it's the anisotropic reflections that make the effect cool. I *think* the only way in FF to get anisotropic reflections is to fake them - although I'm sure it could be done better than the way I did it here. It looks like there are shaders that can make anisotropy a volumetric property, a surface property and/or a reflection property - light source and view angle both feedback into the shader networks but only position - I think light source position is the only parameter that feedsback into the anisotropic portion of the shader. The only reason I used a rainbow colored light source is because I was trying to fake it - it would not be required in Maya.
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Kraellin
Kraellin

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well, most of this is over my head at the moment, but what little i can glean makes me think you might want to take a look at the normal maps in FF.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

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i've been thinking about this all day. and again, this is not something i've studied hardly at all. but, it strikes me that if anisotropic is basically irregular, then you could map an irregular reflective pattern into the reflectivity node of the results. that may be over-simplifying what you're after, but it shld be possible.

i was thinking that if you isolated the highs of an image through a threshold and set alpha and then used some dispersion routines and then plugged that into the reflectivity node, you might be able to get what you want.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

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Quote
Kraellin wrote:
dispersion routines

Here is a simple way to fake it using motion blur.

Anitest.ffxml
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Kraellin
Kraellin

Posts: 12749
Filters: 99
hmmm, ok. seems i really dont know what i'm talking about then. that was not what i expected.

what part is the aniso part? what is showing what you're after? is it this, the colored part?:

Anitest rev 1.ffxml
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

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cause here's what i did:

Anisotropic test 1.ffxml
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Would you say these look like brushed stainless steel?

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ronviers
lighter/generalist

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smile:|

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ronviers
lighter/generalist

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Filters: 35
The anisotropic reflections are fake but the other refelctions are from the environment. I wish we could get luminosity information from incident light.
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Sphinx.
Filter Optimizer

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the rainbow gradients look more like some lens issue IMO... I think for the effect to work visually you need some curvature and shading
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ronviers
lighter/generalist

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Quote
Sphinxmorpher wrote:
the rainbow gradients look more like some lens issue IMO... I think for the effect to work visually you need some curvature and shading


It needs a lot of work - I will keep trying.
I think it is more of an issue of mixing up my material types. The brush marks on stainless are at the wrong distance to disperse light as rainbows. That's more of a CD thing.

Thanks. smile:)
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
I just submitted a custom shader filter - perhaps you can modify it somehow, you should check it out (though its at a prealpha stage)

http://www.filterforge.com/filters/4648.html
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Sphinxmorpher wrote:
you should check it ou


Checking it out now. Yikes! that's a lot of controls.

Here is one without the rainbows. I think it looks more like steel but with the macro patterns created by the lighting it may be useless.

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ronviers
lighter/generalist

Posts: 4456
Filters: 35
That looks interesting Sphinxmorpher but I'm not really ready for that. Besides, and this is nothing personal, I don't like looking inside other peoples filters. It looks like a really cool project and I will keep an eye on your progress. Good luck.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
the brushing looks good, but the rainbow part isnt right, imo. rather than get darker in the darker grooves of the metal, the rainbow is simply missing in those parts and the lighting there says it shld be otherwise. it's not bad when you just look at the thumb, but not when you click on the image to see it full size.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

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Quote
Kraellin wrote:
the rainbow part isnt right


Yes, stainless steel is entirely the wrong material for rainbow refelctions. The reflections should still be offset and blurred according to viewing angle and surface characteristics but just not rainbows. That's why it would be nice to be able to take luminosity information from the HDRI environment to use to define the shading network - as it is, I think, we have to fake anisotropic reflections.
I like what you did with your filter using the threshold and alpha components but wouldn't you need to stretch or otherwise give the surface definition a preferred direction?
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Carl
c r v a

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You still working on this smile:?: smile:)
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Kraellin
Kraellin

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ron, glad you liked it, but i dont even remember what i did now smile:) i'm guessing there is a tighter definition for aniso than just 'irregular', which is pretty much what i based my version on. i just made 'irregular' lighting/reflections... sort of. i'm sure someone more versed in the 3d industry could do much better.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

Posts: 4456
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Quote
Kraellin wrote:
You still working on this


I'm trying not to but it keeps bugging me. smile:(
There should be a way to mix what Kraellin was doing with what I was doing plus add the effect from my Mesh Wrap filter to get it to wrap around objects and apply it all the my Mail filter to come up with something super cool.
Here is a sample from what I came up with for a Brushed Stainless Steel filter - I will hold off a while before submitting it to see if anyone wants to make recommendations. It has a nice range, from polished chrome to dull gray metal.

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ronviers
lighter/generalist

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The colors are from the environment - not faked.

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ronviers
lighter/generalist

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Plus I added this tile mode.

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Kraellin
Kraellin

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ok, those are interesting.

but correct me if i'm wrong here, but does that last one look like it's rising in the middle, like it's being pushed up from underneath?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Quote
Kraellin wrote:
rising in the middle, like it's being pushed up from underneath


I see what you mean - if you look inside it's easy to see why it happens but difficult to fix. smile:(

BSSWIP.ffxml
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Kraellin
Kraellin

Posts: 12749
Filters: 99
oh, these look MUCH better within the filter rather than saved out as compressed .jpgs!
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Just got it fixed! smile:D
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ronviers
lighter/generalist

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I realized I was multiplying across a quad the same as the single - I just used a forth as much - no problem. Thanks for spotting the problem for me!
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