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Random "work in progress" shots

category: general [glöplog]
visy: background noise looks good with polished surface.
propeller: nice screenshot.
added on the 2016-08-19 17:34:10 by elfh elfh
Visy: message sent ;)
added on the 2016-08-19 21:16:37 by Triace Triace
visy: beautifull looks promising.
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^^ recent shaderitis. First three are basically one fx, going through different stages. The
mario thing is based on the NES sprite and is rendered in the most convoluted way possible, because I wanted to have a lego-like dissolve effect in there, that I ended up not doing.

(imgur is scaling these images way up, sorry for that)
added on the 2016-08-20 08:31:45 by tomaes tomaes
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added on the 2016-08-21 12:36:15 by visy visy
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Werkkzeug1 naturally.
added on the 2016-08-21 14:51:11 by TomoAlien TomoAlien
trying to finish did-not-done-at-time-for-assembly16 dos demo:
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still a lot of things to to...
any news of werkkzeug5 ?
added on the 2016-08-27 21:27:12 by codz codz
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added on the 2016-08-28 23:02:07 by emoon emoon
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Working hard to get super basic parametrized BRDF materials working.
Visualizing 3 parameters at once: down = more metallic, right = roughness, left = glosiness.
As you can see equation sucks so far, reflected light is too strong, fresnel half-baked, etc..., but hey, work in progress!
added on the 2016-08-31 01:12:03 by tomkh tomkh
Why do you have both roughness and glossiness?
added on the 2016-08-31 14:15:19 by Zavie Zavie
Zavie: good point, thx, I actually use wrong terms. One supposed to be Fresnel factor, which is already calculated relative to air IOR so normalized from 0..1 (not sure if it's a common practice, or better to specify IOR directly?) and the other one is roughness = 1-glossiness.
added on the 2016-08-31 14:27:40 by tomkh tomkh
That is my goal with additional plastic/metallic parameter.
added on the 2016-08-31 14:32:40 by tomkh tomkh
Ok,but you are actually right,I actually may not need 3rd parameter (i.e. plastic/metal is already included in IOR) - still trying to figure out this stuff;P
added on the 2016-08-31 14:39:29 by tomkh tomkh
tomkh: are you using any physically correct fresnel there? The reflections seem quite uniform. Also your speculars seem kinda bad, see for an example: http://www.neilblevins.com/cg_education/ggx/ggx.htm.

Another good basic resource to help build materials: https://www.marmoset.co/toolbag/learn/pbr-theory
added on the 2016-08-31 15:01:00 by noby noby
Thanks noby,I knew the second link,but obviously need to go back to a drawing board now:)
added on the 2016-08-31 15:25:28 by tomkh tomkh
Good luck with the endeavour :), especially remember: "everything has fresnel" (remember the second link's footnotes).
added on the 2016-08-31 15:33:29 by noby noby
go emoon go :D looking pretty pro ;D
added on the 2016-08-31 16:27:43 by ferris ferris
Some WIP screenshots of quatro for your entertainment :D

1st rough version I made a long time ago to get the idea working (in 239b :D )
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some fancy concept art with some informations in german while searching a direction
( 80 days of blender? what? 2 min of paint \:D/ )
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hellmood then re-wrote the whole thing (195b):
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an earlier 256b version with nice colors:
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the finished prod:
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@tomkh: the fresnel component and how metallic a material is, are not independent values either. Metals have no diffuse and their color is due to their IoR.
The metalness doesn't actually refer to anything physical, but is handy hence the metal/roughness model (as opposed to specular/roughness).
added on the 2016-08-31 19:02:36 by Zavie Zavie
@ferris At some point I will make it look less ugly :) Focus is to have stuff working before it looks nice but I can assure you that I think about it all the time so I will need to do it in a not to distant future :)
added on the 2016-09-01 04:53:44 by emoon emoon
@sensenstahl: i like the 1st rough version more than the finished prod.
it would be perfect if there were overflow between the effects:)
added on the 2016-09-01 05:16:46 by 1in10 1in10
@emoon: a new assembler? Want!
added on the 2016-09-01 07:21:53 by Corial Corial
nope, it's a debugger (ProDBG).
added on the 2016-09-01 08:57:54 by spike spike


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