Logo by Pauldelbrot - Contribute your own Logo!

END OF AN ERA, FRACTALFORUMS.COM IS CONTINUED ON FRACTALFORUMS.ORG

it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Visit us on facebook
 
*
Welcome, Guest. Please login or register. January 25, 2020, 09:29:14 PM


Login with username, password and session length


The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!


Pages: 1 2 [3]   Go Down
  Print  
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: Orbit Trap in GI frag  (Read 3008 times)
0 Members and 1 Guest are viewing this topic.
eiffie
Guest
« Reply #30 on: June 14, 2013, 12:22:11 AM »

Oh your right, my bad, forgot about the powDir function etc.
Possibly the ambient term provides this light - I will look into it later. Thanks.
Logged
vinz
Iterator
*
Posts: 154


« Reply #31 on: June 14, 2013, 01:25:31 AM »

You're Super Kewl Eiffie , but i don't want to bother you with details ...

I just have a question, is it possible to make my object emiting light regarding the power of the color ?
i know that i can pout a -2 value to my object, but it become completly white ...

i'm looking something more like that ... it was the result of multiplicating the orbitrap color OrbitStrength  by 100 -  "vec3 color = mix(BaseColor, 3.0*orbitColor,  OrbitStrength);
the result is interesting, but i'm pretty sure that i can achieve a beter result in a more regular way! ...
i was also suprised to see that the diffuse color can give a result like that !  funny  Grin with closed eyes
« Last Edit: June 14, 2013, 03:15:20 AM by vinz » Logged
eiffie
Guest
« Reply #32 on: June 14, 2013, 06:38:17 PM »

Yes it is the "ambience" variable which is just a hack to add light particularly to translucent objects so they glow with an inner light.
This script isn't really designed for variable intensity of emitted light so not sure of the best way to add it. I have done that in other scripts (simply changing the color of the emitted light) but wasn't happy with the result - it was too unrealistic as the color of the light needs to blend as you move away from the object.
You are right you can just give it the -2.0 id and then adjust the lightColor much darker. It shouldn't be pure white then. You will need to change the lightColor based on the orbitTrap.

I am working on an unbiased version - one that doesn't cheat towards the light. It will use volumetric light sources which could then have different colors at different locations but then you will have to figure out how to change your DE to a LightEnergy check. - lol more on that later
Logged
vinz
Iterator
*
Posts: 154


« Reply #33 on: June 14, 2013, 08:19:57 PM »

Thanks for the clues i will give some Tries...

I am working on an unbiased version - one that doesn't cheat towards the light. It will use volumetric light sources ...

WOAW !!   cheesy cheesy cheesy cheesy cheesy cheesy cheesy A Beer Cup A Beer Cup A Beer Cup A Beer Cup
 I'm totaly Mind Blowed by what you're able to do !
« Last Edit: June 14, 2013, 08:23:02 PM by vinz » Logged
vinz
Iterator
*
Posts: 154


« Reply #34 on: June 14, 2013, 10:44:59 PM »

HAHAH! It Works !!  cheesy .... thank you post swing

i've put the Icosa id to -2 and modified the line : else tcol=getColorOrbit()/max(lStrength*erl*erl,0.5);//we hit a DE light so make it bright!

1.- How can i Had bloom like for emitters ?

2.-there is strange behaviour because the  light projecttion on the floor is depending on the sun position  shocked ( but it's fun Grin with closed eyes)



Same with Dof !! Excellent Grin with closed eyes



 shocked



« Last Edit: June 14, 2013, 11:29:10 PM by vinz » Logged
vinz
Iterator
*
Posts: 154


« Reply #35 on: June 20, 2013, 10:49:55 AM »

Hi  cheesy !!!

I've hard time to create nice metal material.

-> I would like to add some fresnel reflection and also control the specular color of material ! i'm requesting any help available to do this ...

as always i will try to do it by myself, but i'm pretty sure it will be an exotic mess (if i succeed hurt) , like all modifications i've already done until now Grin with closed eyes

THANKS !!!!!!!!


* Screenshot - 20_06_2013 , 10_37_28.jpg (34.7 KB, 1005x625 - viewed 210 times.)
« Last Edit: June 20, 2013, 11:06:12 AM by vinz » Logged
vinz
Iterator
*
Posts: 154


« Reply #36 on: June 20, 2013, 05:38:10 PM »

Hahahaa Ok,   wink
so i wasn't  able to add a fresnel reflection, but i found the way to make a falloff map on the reflection  and also on color ! .... that make a nice effect.  cheesy
 
i added ...

Code:
coef = dot(nor,rd)-Falloff;
m.refrRefl = mix( 0.01,m.refrRefl, (coef));

in the same way with color:

Code:
m.color = mix( FalloffColor, BaseColor, (1-coef));
         


* Screenshot - 20_06_2013 , 17_11_23.jpg (30.23 KB, 791x455 - viewed 214 times.)

* Screenshot - 20_06_2013 , 17_36_53.jpg (23.18 KB, 791x455 - viewed 210 times.)
« Last Edit: June 20, 2013, 05:54:25 PM by vinz » Logged
eiffie
Guest
« Reply #37 on: June 20, 2013, 07:38:24 PM »

I almost prefer hacks to physical equations as they are easier to control artistically. Nice job!
Logged
vinz
Iterator
*
Posts: 154


« Reply #38 on: June 20, 2013, 07:48:01 PM »

Thanks you Eiffie Grin with closed eyes, glad to see that you are following , my adventure into the modding of your nice Gi renderer  A Beer Cup A Beer Cup A Beer Cup

i've understood that "nor" is the normal of the surface and "rd" is related to the view, i saw that you used the vector product "dot(nor,rd)" for the refracting calculation.
please is it possible to you to try to explain me what this vector product is calculating ? is it an angle ? a distance ?

im' afraid to see that in despite of the days i've taken to try to understand the script , for now it still stay a black box  undecided
« Last Edit: June 20, 2013, 07:54:54 PM by vinz » Logged
Pages: 1 2 [3]   Go Down
  Print  
 
Jump to:  

Related Topics
Subject Started by Replies Views Last post
orbit trap offline? Non-Fractal related Chit-Chat taurus 7 1345 Last post November 10, 2011, 03:00:12 AM
by lycium
orbit trap rendering ? Other / General Discussion cKleinhuis 8 2605 Last post January 23, 2012, 11:41:51 AM
by cKleinhuis
Orbit Trap is closing down (BUT... has re-opened) Fractal Website of the Month ker2x 8 6632 Last post October 28, 2012, 05:31:49 AM
by taurus
orbit trap feature request « 1 2 » ericr 24 1950 Last post March 25, 2013, 01:24:16 PM
by ericr
Blue Orbit Trap Images Showcase (Rate My Fractal) Fracticality 0 490 Last post April 06, 2017, 01:16:03 AM
by Fracticality

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.154 seconds with 28 queries. (Pretty URLs adds 0.011s, 2q)