YOUR ACCOUNT

Login or Register to post new topics or replies
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Inspired by some of the requests for illumination components, I started to work on a new illumination filter, inspired by the phong reflection model, with a few additions known from the build in surface reflection model.

This one is *alot* faster than my previous "Sphinx Shader", and uses a lightmap instead. This map is then used to illuminate a surface input via a bumpmap. The advantage of the lightmap method is that you can create spotlight like lightning, with full control over the final light directions and properties as these are rendering into the lightmap.

I'm currently tweaking and testing the thing.. so don't expect it to be in soon.

Here are some testrenderings (these can be tiled):

  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Yet another.. with different settings (same bumpmap)

  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
one more.. this one combines the lightmap with the input image to create a metallic style surface - still needs some tweaking though

  Details E-Mail
Kraellin
Kraellin

Posts: 12749
Filters: 99
will be interesting to look at the guts on this one.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
just to point out the idea here... the surface mode is not active here.. its 100% build by components.. this allows us to do more complex illuminations.. which could then be used along with the surface mode smile;)
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
lifesaver brightness as heightmap, and the image itself as reflection map.. looks a bit weird though

  Details E-Mail
Kraellin
Kraellin

Posts: 12749
Filters: 99
yeah, but i like it. looks like the LF is bulging outwards a bit.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Here's a test render with my Gold Ore filter (uses diffuse, height and metallic maps) - the lifesaver is used as reflection map (not really suitable for this), however there seem to be some saturation errors - still tweaking the illumination combining..

  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Same filter with higher reflection blur and red ambient light:

  Details E-Mail
jffe
Posts: 2869
Filters: 90
Quote
Sphinxmorpher wrote:
just to point out the idea here... the surface mode is not active here.. its 100% build by components.. this allows us to do more complex illuminations.. which could then be used along with the surface mode


----I've been working on that kind of stuff off and on for 6 months or so, but I have no idea what I'm doing ha-ha, so it's slow going, and no one here ever seems to care much about that kind of technique (well, maybe cause I am just not that great at it, but anyways). Making something look almost like a texture/surface filter when it's just a simple filter = way cool, keep at it. smile:)

jffe
Filter Forger
  Details E-Mail
StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Like them all.....especially the first one.....looks like you are diving and looking up towards the surface......cool smile8)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Glass sphere. This is an example of combined build in reflection model and "Sphinx Phong" (which uses an inverted heightmap):

  Details E-Mail
James
James
Posts: 676
Filters: 46
Wow these are great the second one looks a bit like a burning comet in space or something, cool stuff smile:)
  Details E-Mail

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

33,712 Registered Users
+19 new in 30 days!

153,534 Posts
+31 new in 30 days!

15,348 Topics
+72 new in year!

Create an Account

Online Users Last minute:

26 unregistered users.