Beehive-Cloud Lanterns

Started by dandelO, July 25, 2013, 09:52:13 PM

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dandelO

Got some TG2 experimental images to upload before the deluge...

This is just one variation of several I have that use the old TG2 GI, manipulated within some old clouds, also using colour/scattering/ambient settings, to create some glowing lantern-type objects. I broke my brains trying to create object based volumetrics and ended up throwing in the towel and just applying some functions to define shape and form in this failed .tgd I might add some more alternate versions similar to this here, once I go through the billion temp files that those failed cloud tests resulted in.
I think this type of thing will be much easier nowadays, seeing the new modulation functions that have since been added to the cloud node so, a waste of f?(£¡^g time overall this was really.

Oshyan

Results that cool and unusual looking could never be a waste of time. :D

- Oshyan

TheBadger

Im not even sure what Im looking at here. But it looks super complex. I don't even want to think about what it took to do it. :o

Out of this world Martin.
It has been eaten.

inkydigit

You broke my brain as I try to work out how thou did this!!
Great stuff Martin
J
:)

ADE

looks like a  wasps nest infected with radiation.....great stuff D 8)


Dune

Looks like a localized cloud and some sinus and other blue stuff + a reflection.

dandelO

Hi, folks.
Firstly, let me apologise, especially to you, Michael, for my last contributions to political threads here. I usually keep out of those, so as to avoid posts like this afterwards. I love to read them but I'll keep my(regretably) minority political views to myself from here on, I come here for cgi, not arguments. Sorry.

So, these are just 3 local cloud spheres with just enough lighting to reach about halfway through the volumes, where direct light fails to penetrate, GI/scattering colour takes over, which is obviously here the opposite colour of the actual cloud, e.g. a red cloud has green GI(and/or scattering) contribution colour, and so on.
There is indeed some sin, and the inverse of, functions but there is no reflection or specular on the floor, Ulco. That's just pure illumination lighting from the GI, due to either excessive colour/scattering/GI/ambience levels within each of the 3 cloud volume shaders.

Cheers, all! :)

TheBadger

No need whatsoever.^^ Art is life.
...

Please clarify your OP when you have time.
Quoteobject based volumetrics
You were trying to get clouds to fill an object, or somehow get the clouds to take the shape of an object, right?

So you found that its certainly impossible, or you found the way you went about it just will not work?

I never try things like this, I can't. But I wait eagerly for the human computer hybrids among us to reveal their dark secrets. Preferably in a simplified single node that works on its own and does not need to be understood ;D

Cheers
It has been eaten.

dandelO

Thanks, Michael. I know we've spoken elsewhere since then but I think it's only right to apologise publicly, since I originaly blurted out in a public discussion. You are too nice, my friend!
And, yes, that's exactly what I'd been trying out, to make a cloud take the shape of an imported model's surfaces. I thought I had some bright ideas on the subject but it turned out otherwise. I still think the GI illumination from a hidden-from-camera, luminous object holds some secret that I can uncover here, no joy yet, though, I might be treeing up the wrong bark again, I usually am, I don't like to hear the words, "no, that's not possible". That's just a red-rag-to-a-bull phrase for me, however wrong I might be! ;)