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how was this done?

category: offtopic [glöplog]
[imghttps://www.pouet.net/content/screenshots/1140.png[/img]
the effect in background. was that an animation or how was it done?. ive seen similar effects in orange demos before. it looks like the camera is not following a straight path or that it might be just me who dont look good enough
added on the 2014-01-27 14:24:46 by rudi rudi
f'*kin typo
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added on the 2014-01-27 14:25:31 by rudi rudi
black magic by the guys from unlimited detail!
Animation. You can see the cuts to white every 6 or 7 seconds.
added on the 2014-01-27 14:29:59 by tomaes tomaes
okay. thank you
added on the 2014-01-27 14:40:34 by rudi rudi
Which demo is this from?
added on the 2014-01-27 17:46:24 by Optimus Optimus
How about the demo that has the ID 1140 on Pouet.net?
Animated cubemap. Same thing was used in We Go and Starstruck by TBL.
added on the 2014-01-27 17:57:46 by Preacher Preacher
While at it...how hard was the only effect there was in Spaceballs-State of the Art?
I am talking of the Cube-grid towards the end ofcourse!
Spaceballs - SOTA GridScene
I am still considering to think of it as an animation (as the rest of the demo, altho just animated Vector-Points), while Lonestarr delivered some "real" 3D shortly after at The Gathering (Spaceballs - Wayfarer, him still being 14 at age.
I never liked disassembling, because i like to start from zero with an idea, when i code sth!
Thats why i still have no idea if its just a precalc-anim like the rest of the demo or realtime_calced_3D! ;)
nevermind, he´s obviously trollin´;)
(damn, forgot to switch to my non-existant troll-acc before posting this!)
But: I just rewatched it and have to say it was an easy achievement in realtime, even on a500, the grid wasn´t as big as in my remembrance! ;) Still goes as an additional anim in my brain, please please tell me i am wrong here! ;)
Preacher: ah that sounds more like it. i think you are right about the animated cubemap - because with that, one can change camera target, but not the center position. which it shows in this demo.
added on the 2014-01-27 23:17:12 by rudi rudi
Same as in repetitived geometry per modulation! You can ofcourse rotate as much as you want, but it´s pretty visible at the edges of repetition! Thats also why almost no1 ever tried to rotate anything else than the Z-Axis in any RotZoom there was! ;)

Hello Unlimited Detail! :p
Preacher: are you sure it wasnt Silkcut instead of Starstruck
added on the 2014-01-28 00:08:54 by rudi rudi
Starstruck At least the part with the girl from 1:50 and the walking robot right after that seem to have this type of a thing.
added on the 2014-01-28 00:18:42 by Preacher Preacher
And silkcut has the tunnel.
added on the 2014-01-28 00:20:08 by Preacher Preacher
well, repetiting stuff for tunnels is quite normal if textured, aight? maybe i miss the point here! but textures cant be unlimited in length!
you're not moving, the tunnel is an animation loop projected on a cube sir ;)

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I don't get the whole cube thing though. Would you not see flat distortion at the edges etc.? How big is the cube?
added on the 2014-01-28 10:19:59 by tomaes tomaes
Think of it as a an animated skybox. The textures are predistorted to compensate like this
added on the 2014-01-28 10:24:05 by Preacher Preacher
Ah! Thanks, I was not thinking about build-in distortion correction.
added on the 2014-01-28 10:39:20 by tomaes tomaes
Indeed, this is animated skyboxes. We also did one of those in SFC - Matt Current.
added on the 2014-01-28 11:52:13 by kusma kusma
A relatively easy way to tell is when the frame rate of the rotation doesn't match up with the frame rate of the motion :)
added on the 2014-01-28 13:34:19 by Gargaj Gargaj
Gargaj: Well, a lot of other tricks have that trait. But yeah, it's a good indicator of heavy faking ;-)
added on the 2014-01-28 14:07:34 by kusma kusma
Also the size and shape of the texels and the level of AA on the animated skybox doesn't lie ;)
added on the 2014-01-28 14:42:26 by p01 p01

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