Dark Bit Factory & Gravity
GENERAL => Challenges & Competitions => Topic started by: hellfire on March 27, 2009
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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.
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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.
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Uhh .. that's looks very cool and even runs on my laptop.
Awesome work, Mr. Hellfire!
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Nippletastic!
Reminds me quite a bit of Cubism.
Very nice work!
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That effect is really mesmerising.
I love how liquid the model looks when the time delay effect starts to happen.
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very impressive visuals, looks highly polished material that the statue is made from.
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Very smooth! How many thousands of polygons must be on there?
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not too many, 7391 quads to be precise.
The surface just looks so "round" because I applied some blurring to the normal-map.
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Looks like I was beaten by the best, which is the best entry to be beaten by :)
Congratulations!
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:clap:
awesome
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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:
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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)).