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[Time Challenge] Time-Bend (PS 2.0)

Started by hellfire, March 26, 2009

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hellfire

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,
fixed up and prelightened in 3ds max,
specular environment map by Paul Debevec,
diffuse convolution created with hdr shop,
normal-map retouched with Photoshop.

For those not equipped with a shader 2.0 card, here is a short video.
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Rbz

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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benny!

Uhh .. that's looks very cool and even runs on my laptop.
Awesome work, Mr. Hellfire!
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Pixel_Outlaw

Nippletastic!

Reminds me quite a bit of Cubism.

Very nice work!
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Shockwave

That effect is really mesmerising.

I love how liquid the model looks when the time delay effect starts to happen.
Shockwave ^ Codigos
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TinDragon

very impressive visuals, looks highly polished material that the statue is made from.

combatking0

Very smooth! How many thousands of polygons must be on there?
You are our 9001st visitor.
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hellfire

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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combatking0

Looks like I was beaten by the best, which is the best entry to be beaten by :)

Congratulations!
You are our 9001st visitor.
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Kirl

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:


www.kirl.nl
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hellfire

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).

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