Dark Bit Factory & Gravity

GENERAL => Challenges & Competitions => Topic started by: hellfire on March 27, 2009

Title: [Time Challenge] Time-Bend (PS 2.0)
Post by: hellfire on March 27, 2009
Here's a little entry to the challenge.
It's basically just a short camera-path around an object, but every pixel shows a different "time" of the animation.
The time-index of each pixel is determined by a simple 2d-plasma which makes the model appear to bend forth and back.
Enjoy.

Stuff used:
The 3D-Model was taken from here (http://archive3d.net/?a=download&id=17063),
fixed up and prelightened in 3ds max (http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=5659302),
specular environment map by Paul Debevec (http://ict.debevec.org/~debevec/Probes),
diffuse convolution created with hdr shop (http://www.hdrshop.com),
normal-map retouched with Photoshop (http://www.adobe.com/products/photoshop/photoshop).

For those not equipped with a shader 2.0 card, here (http://hellfire.untergrund.net/videos/timebend.avi) is a short video.
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: Rbz on March 27, 2009
Pretty nice, the model looks so real  8)

Interesting that the shader code looks so simple, in terms of lines,  but produces a great effect.
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: benny! on March 27, 2009
Uhh .. that's looks very cool and even runs on my laptop.
Awesome work, Mr. Hellfire!
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: Pixel_Outlaw on March 27, 2009
Nippletastic!

Reminds me quite a bit of Cubism.

Very nice work!
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: Shockwave on March 28, 2009
That effect is really mesmerising.

I love how liquid the model looks when the time delay effect starts to happen.
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: TinDragon on March 28, 2009
very impressive visuals, looks highly polished material that the statue is made from.
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: combatking0 on April 01, 2009
Very smooth! How many thousands of polygons must be on there?
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: hellfire on April 01, 2009
not too many, 7391 quads to be precise.
The surface just looks so "round" because I applied some blurring to the normal-map.
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: combatking0 on April 11, 2009
Looks like I was beaten by the best, which is the best entry to be beaten by :)

Congratulations!
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: hellsangel on March 13, 2010
 :clap:
awesome
Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: Kirl on March 13, 2010
Beautifull!

Not sure where the effect is happening though. Is this effect running over a movie (in which the model looks normal without the effect), or is this movie+effect rendered real time?

The model itself isn't actually deforming right?

Anyway, nicely done!  :clap:


Title: Re: [Time Challenge] Time-Bend (PS 2.0)
Post by: hellfire on March 13, 2010
Hi Kirl,

the model is rendered without deformation (and of course in real-time).
While rendering I keep the last 64 frames in memory (so it's indeed kind of a movie) and build a new picture showing a different frame at each pixel position.
The frame for each pixel is determined by a simple 64-color plasma.
It's basically the same effect as those classic "slime/rubber vectors" in many early-90's demos (eg here (http://www.pouet.net/prod.php?which=1275)).