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Author Topic: Orbit Trap in GI frag  (Read 2987 times)
0 Members and 1 Guest are viewing this topic.
eiffie
Guest
« Reply #15 on: June 11, 2013, 06:20:30 PM »

1. Since lightColor is a uniform it can't be changed so add a variable called emColor and change it in your mapL function depending on which light is closer. Then near the end of the scene() routine there is a line like:
else tcol=lightColor/...
change it to
else tcol=emColor/...
but be warned adding lights like this will have some new strange effects (maybe some good ones).

2. Yes those are some of the issues I would like to fix and to add the correct selection of diffuse or spec lighting.
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vinz
Iterator
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Posts: 154


« Reply #16 on: June 11, 2013, 07:33:38 PM »

Thanks For your Help Eiffie

i'm not sure how to do this:"change it in your mapL function depending on which light is closer"
as you can imagine there is 90% of the script that i don't understand this is the first time that i code something hahaha  embarrass...

EDIT: HAHAHAHAH,i've found something , not shure if it's correct but it works Grin with closed eyes cheesy

Code:
float p;
p= dot(lightPosition,z);
if (p>0) emColor= lightColor2;
else emColor=lightColor;



« Last Edit: June 11, 2013, 08:38:25 PM by vinz, Reason: Parce que je suis un gros noob hahahaha ! » Logged
eiffie
Guest
« Reply #17 on: June 11, 2013, 08:52:22 PM »

Well whatever works! I meant like this:

float d=length(z-lightPosition)-lightSize;
float d2=min(d,length(z-lightPosition2)-lightSize2);
if(d2==d)emColor=lightColor else emColor=lightColor2;

Now that I look at it I guess it would make more sense to only do this once in getEmissiveDir not in mapL.

And I'm glad your learning some coding - I knew there was a reason for my sketchy coding smiley
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vinz
Iterator
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Posts: 154


« Reply #18 on: June 11, 2013, 09:04:08 PM »

HA! Great Thanks Eiffie ... i'm going to do That !

Quote
I knew there was a reason for my sketchy coding
Hahah, i always dream to understand how render engine works, but i've no mathematical neither programming background,
with fragmentarium i found a door, to learn both ( also trying to learn wink ) with the speed of the gpu hahahaha ! ... the idea to render my own fractal on a  render engine that i can
custom is simply enormous!!!!! ... and as i love Pathtracing  and Gi Grin with closed eyes your "sketchy" code is a gold mine cheesy

Edit : it works perfectlyThanks Eiffie

Code:
vec4 getEmissiveDir( in vec3 pos)
{//get the direction to a DE based light
vec2 vt=vec2(mapL(pos),0.0);//find emissive light dir by triangulating its nearest point

float d=length(pos-lightPosition)-lightSize;
float d2=min(d,length(pos-lightPosition2)-lightSize2);
if(d2==d) emColor=lightColor; else emColor=lightColor2;

return vec4(-normalize(vec3(-mapL(pos-vt.xyy)+mapL(pos+vt.xyy),
-mapL(pos-vt.yxy)+mapL(pos+vt.yxy),-mapL(pos-vt.yyx)+mapL(pos+vt.yyx))),vt.x);
}
« Last Edit: June 11, 2013, 09:30:37 PM by vinz » Logged
vinz
Iterator
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Posts: 154


« Reply #19 on: June 12, 2013, 11:22:52 AM »

Hi

i'm trying to add a spherical map as sky texture, i've tried for few hours , now i've lost hope.
here some code i've tryed:

1. this code seems working well in all others frags that use spherical image, as the dir variable is defined in the 3d.frag it seems i can use it.
but the result a brown sky.
Code:
vec2 spherical(vec3 n) {
return vec2 (acos(n.z)/PI, atan(n.y,n.x)/(2.0*PI) );
}
and
Code:
if(UseBackgroundPicture){
backColor = texture2D(texture,spherical(normalize(dir)).yx).xyz;
}


i've also used
Code:
if(UseBackgroundPicture){
backColor = texture2D(texture,spherical(normalize(rd)).yx).xyz;
}


 it give a better result but the background is not aligned properly.

i also tryed a lot of other things and conversions functions cartesian to spherical to cartesian etc... nothing to do !
do you have any clue ?

Many Thanks !!!!!!!!!!!!!!!

Edit: i used the equirectangular camera in this screenshot, so i think i should have the equirectangular background if everything is fine.


i should have something like that :
Code:
if(UseBackgroundPicture){
vec2 position =  (viewCoord+vec2(1.0))/2.0;
position.y = 1.0-position.y;
backColor = texture2D( texture, position).xyz;
}
but this code is independent/not locked to the camera view


« Last Edit: June 12, 2013, 11:34:59 AM by vinz » Logged
vinz
Iterator
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Posts: 154


« Reply #20 on: June 12, 2013, 11:54:05 PM »

HAHAHAHAHA! i've just found empiricaly that with using the rd variable the background needed a rotation of 90░ around x axis,
After a lot of search i've for the first time understood how the rotating matrix work ! Excellent cheesy

so the code is now
Code:
if(UseBackgroundPicture){
float theta = 1.57079633;
backColor = texture2D( texture, spherical(normalize(vec3(rd.x,rd.y*cos(theta)-rd.z*sin(theta), rd.y*sin(theta)+  rd.z*cos(theta) ))).yx).xyz;
}

here the result hehehe !



Pfiou that was not easy !! A Beer Cup A Beer Cup A Beer Cup A Beer Cup A Beer Cup A Beer Cup to me and myself  cheesy
« Last Edit: June 12, 2013, 11:59:08 PM by vinz » Logged
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


WWW
« Reply #21 on: June 13, 2013, 12:08:58 AM »

 rolling on floor laughing have fun dude cheesy congrats!
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---

divide and conquer - iterate and rule - chaos is No random!
vinz
Iterator
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Posts: 154


« Reply #22 on: June 13, 2013, 12:13:43 AM »

Hahahaha ! cKleinhuis  embarrass .... don't laugh at me i never imagine that i was able to do that cheesy
Thanks for supporting me in this road plenty of fractal traps  hurt
« Last Edit: June 13, 2013, 12:20:12 AM by vinz » Logged
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


WWW
« Reply #23 on: June 13, 2013, 12:55:19 AM »

i do not laugh at you, i am enjoying that you are having fun!!!
actually this is exactly the feeling when i see that someone has learned something and is having fun with it!
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---

divide and conquer - iterate and rule - chaos is No random!
vinz
Iterator
*
Posts: 154


« Reply #24 on: June 13, 2013, 01:04:27 AM »

Hehe ! you're are seeing the little padawan with the eyes of the master Yoda wink
i am aware of your wisdom ....  cheesy

edit: hahaha i'm a navigator now Grin with closed eyes
« Last Edit: June 13, 2013, 01:08:52 AM by vinz » Logged
hgjf2
Fractal Phenom
******
Posts: 456


« Reply #25 on: June 13, 2013, 11:47:38 AM »

Nice image effect like in site WWW.PAULBOURKE.NET at chapter "images" and chapter "domes" where is many stereos images and effects.
 A peacock Repeating Zooming Self-Silimilar Thumb Up, by Craig

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eiffie
Guest
« Reply #26 on: June 13, 2013, 06:21:06 PM »

OK vinz I updated the eiffieGI2.zip script in the other thread and now a black object will still have specular reflections.
The only change is in the scene function so you should be able to plop that in your script.
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vinz
Iterator
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Posts: 154


« Reply #27 on: June 13, 2013, 06:28:26 PM »

YeaHHHHHHHH !!! Thanks you very much Eiffie for taking the time to improve your Script and sharing it ... Excellent shocked, you made my Day  cheesy
and i will have some new clues to understand how the script work...
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vinz
Iterator
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Posts: 154


« Reply #28 on: June 13, 2013, 06:47:28 PM »

Nice image effect like in site WWW.PAULBOURKE.NET at chapter "images" and chapter "domes" where is many stereos images and effects.

Hey Hgjf2 , i dind't found what you spoke about Sceptical
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vinz
Iterator
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Posts: 154


« Reply #29 on: June 13, 2013, 09:24:11 PM »

Eiffie,

i've just finished adding your new code , and it works very well.
it was not easy as i thought, because you have modified a lot of function outside the scene one cheesy.

i've found a new strange behaviour, at first i though it was my bad code.
but i obtain the same result on the lastest version of the script.
in fact when i switch off all the light in the scene (emissive,sky,sun etc...) and then i increase the gamma and brigthness
the scene appear to be lighten! .. i'm asking to myself where does this light come from.


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