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Author Topic: Orbit Trap in GI frag  (Read 7504 times)
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eiffie
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« 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.
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vinz
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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
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vinz
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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
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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
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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 291 times.)
« Last Edit: June 20, 2013, 11:06:12 AM by vinz » Logged
vinz
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« 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 289 times.)

* Screenshot - 20_06_2013 , 17_36_53.jpg (23.18 KB, 791x455 - viewed 275 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!
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vinz
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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
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