Eye Test

Started by dandelO, December 12, 2012, 09:06:00 AM

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dandelO

Just a bit of fun. Haha, it's shite and messy but I'm not at home with much play time for a while, I'll redo it later.

All made with TG nodes. A sphere, some fractal, some Perlin noise, simple shape shaders, and a fair bit of texture space transformation for positioning and the radial iris shaders. TBC...

Cheers! :)

mhaze

Very impressive indeed! Didn't know TG could do this.

j meyer

Another cool experiment.
Sure would like to know a bit more about the radial iris shader.
Keep it up,J.

Zairyn Arsyn

very cool. especially like the checkered floor, the DOF adds a nice touch.
the eye reflections are cool too, didnt realize we had radial iris shaders... you must be using a different version ;)
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choronr

Amazing Wizardry Martin, will see this in my dreams.

dandelO

No big secret to the radial Perlin effect I used here, Jmeyer, you might remember a longish thread here called 'rescale noise?'. I found a way to do that then, (which was originally to try to work out a way to rescale sin function waves based on Z-depth so they became wider as the distance increased).

This is much the same but creates the origin around a central point, instead of just a 'Z to scalar' conversion on the function.

I took a get position in texture, input that to a Perlin scalar, output from the get position to a new multiply(or divide) scalar and set a constant scalar to multiply/divide that position by. Plug that multiply/divide scalar into the Perlin's 'scale' input. I 'think' this creates a noise that exponentially tends to infinity, scale-less? Looks like it anyway as the Perlin is constantly dividing its same input positon for scale. The noise stretches badly as you get further away from the origin, though it works great at close range.

You can then check 'use world-space' in a transform shader to position/rotate/scale that function around any new origin point.

schmeerlap

Aye, I like this eye  8)
then I read the how to do it  ???
then I wept  :'(

I need a hug!
I hope I realise I don't exist before I apparently die.

j meyer

Thanks for the info,gotta try that asap. :)
Tried to put a pattern on a sphere a while ago and found that it appeared
on the backside also,did you find a solution to restrict it to one side only?

Henry Blewer

I'm with John on this. It is a very cool project.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Tangled-Universe

Ha, that's just another crazy wicked experiment from you Martin :)
Very interesting from the technical side, but the result itself is also very good!

DannyG

Defiantly cool looking Martin
New World Digital Art
NwdaGroup.com
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TheBadger

lol. Its so funny the things you come up with to test your ideas. Agree with T-U.
It has been eaten.

dandelO

Here's a clip to create a basic radial type noise, doesn't need to be Perlin.
The first image shows multiply = '1', the second is = '0.1'. The two open preview windows show the default shader scale(1000m) and the 30mm scale are identical for both settings, so the overall scale is controlled by multiplying/dividing with the constant scalar.

Clipfile:
<terragen_clip>
<surface_layer
name = "Surface layer 01"
gui_use_node_pos = "1"
gui_node_pos = "-260 -180 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "1"
gui_preview_patch_size = "0.03051757813 0.03051757813"
apply_colour = "1"
diffuse_colour = "1 1 1"
colour_function = "Perlin 3D scalar 01"
enable_test_colour = "0"
test_colour = "1 0 1"
luminous = "0"
luminosity_multiplier = "1"
luminosity_tint = "1 1 1"
luminosity_function = ""
displacement_direction = "1"
displacement_multiplier = "1"
displacement_function = ""
displacement_offset = "0"
smoothing_effect = "0"
smoothing_amount = "1"
child_layers = ""
coverage = "1"
fractal_breakup = "1"
breakup_shader = ""
fractal_contrast = "0.5"
invert_breakup = "0"
only_breakup_colour = "1"
blend_by_shader = "0"
blending_shader = ""
invert_blendshader = "0"
blend_as_coverage = "1"
limit_maximum_altitude = "0"
maximum_altitude = "1000"
max_alt_fuzzy_zone = "200"
limit_minimum_altitude = "0"
minimum_altitude = "200"
min_alt_fuzzy_zone = "200"
use_Y_for_altitude = "0"
limit_maximum_slope = "0"
maximum_slope_angle = "60"
max_slope_fuzzy_zone = "20"
limit_minimum_slope = "0"
minimum_slope_angle = "30"
min_slope_fuzzy_zone = "10"
use_Y_for_slope = "0"
slope_key = "0"
intersect_underlying = "0"
intersection_mode = "0"
intersection_zone = "2"
smoothing_scale = "0"
intersection_shift = "2"
min_intersection_shift = "-2"
fuzzy_zone_softness = "1"
>
</surface_layer>
<constant_scalar
name = "Constant scalar 01"
gui_use_node_pos = "1"
gui_node_pos = "-80 0 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
scalar = "1"
>
</constant_scalar>
<perlin_3D_scalar
name = "Perlin 3D scalar 01"
gui_use_node_pos = "1"
gui_node_pos = "-260 -120 0"
gui_group = ""
enable = "1"
input_node = "Get position in texture 01"
gui_use_preview_patch_size = "1"
gui_preview_patch_size = "0.007629394531 0.007629394531"
scale = "Multiply scalar 01"
seed = ""
>
</perlin_3D_scalar>
<multiply_scalar
name = "Multiply scalar 01"
gui_use_node_pos = "1"
gui_node_pos = "-160 -60 0"
gui_group = ""
enable = "1"
input_node = "Get position in texture 01"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
input_2 = "Constant scalar 01"
>
</multiply_scalar>
<get_position_in_texture
name = "Get position in texture 01"
gui_use_node_pos = "1"
gui_node_pos = "-260 0 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
>
</get_position_in_texture>
</terragen_clip>


:)

dandelO