Fernanda Pires | ||
Posted: April 19, 2016 7:52 pm | ||
Fernanda Pires |
The Volumetric Cloud renders depth and alpha maps that might be useful to use with particle systems and shaders. Here's an example of something I did in Unity Engine, using the Volumetric Cloud filter:
![]() The Cloud contains four layers. It's possible to do a better and faster version of it in FF5, but this one should be compatible with FF4. This is what the options do: No Checkbox: Standard mode. Generates a depth map. No Opacity Variance: The particles no longer have any opacity variance, so the depth map looks more blunt. Get Alpha: Gets the opacity map of the Cloud. Don't use it with Get Shape. Get Shape: Gets the depth of the overall shape of the cloud, without the fine details. This is useful for generating a normal map. |
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Posted: April 19, 2016 7:54 pm | ||
Skybase
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Absolutely excellent work!
Starting to feel like FilterForge library can use some more game-engine / 3D asset stuff. |
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Posted: April 19, 2016 8:16 pm | ||
Fernanda Pires |
Thanks Skybase. I intend to upload some more 3D asset related filters, glad you enjoyed.
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Posted: April 20, 2016 12:00 am | ||
Fernanda Pires |
Together with my Star Field and Panorama to Cubemap projections, I've been using this filter to produce and retouch some nice looking nebula cubemaps.
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Posted: June 5, 2018 10:45 am | ||
CaliCoastReplay
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Elentor, would you talk more about the process of creating a shader to use these maps?
This is fantastic stuff, but I would benefit from more of the theory of the lighting models you use once the maps are created. "A house in Beverly Hills
Your daddy paying the bills A life of power and wealth Beautiful...but it helps" Pet Shop Boys, "Love, Etc.", Gui Buratto Remix |
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Posted: June 13, 2018 4:54 pm | ||
Fernanda Pires |
CaliCoastReplay, thanks for the interest.
The above examples were made with completely different methods. I'll think of a decent write-up for my next usage of the filter and once I do so, I'll post a more in-depth explanation. |
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Posted: June 14, 2018 1:12 am | ||
CaliCoastReplay
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Thank you! I'm intensely interested, particularly with respect to the edge lighting on the clouds with respect to the sun direction. That effect adds so much to a scene.
"A house in Beverly Hills
Your daddy paying the bills A life of power and wealth Beautiful...but it helps" Pet Shop Boys, "Love, Etc.", Gui Buratto Remix |
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Posted: June 16, 2018 12:01 am | ||
Fernanda Pires |
From memory, I can give you some general directions in regards to the first cloud images I posted.
The shader was a bit more complex than this, but the general gist is that I converted the depth map to a Normal, used the Alpha map for the cloud with the normal on a billboard. I then used the depth map itself on the shader along with a very exaggerated normal map created from the low-frequency information. This can be extrapolated from the "Get Shape" toggle, as well as a big blur applied to the final normal. The low-frequency normal is used to create a soft transifion in the cloud shape. You can use it to increase the transference of light to the cloud based on depth to simulate a faux subsurface scattering. At the end there were only two textures - High-Frequency Normal (Generated from Depth, which is just the filter with GetAlpha and GetShape disabled) + Alpha (GetAlpha toggle), Low-frequency Normal (Generated from Filter with GetShape) + Depth. |
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Posted: June 16, 2018 1:08 am | ||
CaliCoastReplay
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Thank you! That's great! Makes perfect sense. I appreciate the help!
"A house in Beverly Hills
Your daddy paying the bills A life of power and wealth Beautiful...but it helps" Pet Shop Boys, "Love, Etc.", Gui Buratto Remix |
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Posted: June 17, 2018 9:35 pm |
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