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General => Image Sharing => Topic started by: dandelO on November 20, 2011, 02:30:17 AM

Title: The Red Room...
Post by: dandelO on November 20, 2011, 02:30:17 AM
Some people might remember the bonkers 90's TV show, Twin Peaks, by crackpot director, David Lynch.
Here's a TG2 depiction of The Red Room at The Black Lodge (http://www.google.co.uk/search?q=red+room+twin+peaks&hl=en&prmd=imvns&tbm=isch&tbo=u&source=univ&sa=X&ei=GwnLTuHlMpGh8gPtt4XiDw&ved=0CCgQsAQ&biw=1280&bih=685).

The room was made from TG plane objects, power fractals make the curtains.
I edited a model of a female torso that I found by adding a head and arms to it, the couches came from a free models site online, as did the tall lamp, which I also edited with object modifiers in Carrara. I made the table and the Saturn lamp (http://i234.photobucket.com/albums/ee212/kirkultra/saturnlamp.jpg) is just a TG sphere/disc sat on top of an imported cone object.

I might have a play with some DAZ3D characters to add the dwarf and maybe a couple of other characters but that all depends on how good they look so, don't hold your breath waiting on that.

Cheers for looking! :)
Title: Re: The Red Room...
Post by: Dune on November 20, 2011, 03:01:45 AM
Very cool, Martin. Very imaginative!
Title: Re: The Red Room...
Post by: Kadri on November 20, 2011, 05:05:20 AM

Looks good Martin :) And very different. I like it
Title: Re: The Red Room...
Post by: Seth on November 20, 2011, 06:01:59 AM
nice light
the floor is a bit too reflective though
Title: Re: The Red Room...
Post by: dandelO on November 20, 2011, 09:47:26 AM
Cheers, all. :)

I think you're right, Franck. I will probably crop render the floor with a better reflective setting and update the image.
Title: Re: The Red Room...
Post by: dandelO on November 20, 2011, 02:06:14 PM
* Replaced the original image in the first post with a new one. I Edited the anisotropic reflective shader that was used on the floor to make the reflections softer and the floor less reflective overall. Shader available for download in the file sharing forum.

Thanks for looking, again! :)
Title: Re: The Red Room...
Post by: TheBadger on November 21, 2011, 01:06:18 AM
Hello Martin,

I have a bit of a strange request for this image. Would you be able to take your SandelO TGO and apply it to the top of your image map flooring, in small amounts (so that the sand appears in patches on the floor but not covering the entire floor). I'm having a problem trying to do what I just described, but also, I think it would make your image look even more surreal.

I was also wondering if there was something you could do with a false shadow (just thinking out loud now) or foot prints that ... something.
I just get a real surrealist vibe from this one and want to see it pushed.
Title: Re: The Red Room...
Post by: j meyer on November 21, 2011, 09:57:37 AM
Is the pattern on the floor procedural?
Title: Re: The Red Room...
Post by: Zairyn Arsyn on November 21, 2011, 10:30:12 AM
aahhhigghh! not the red room!  :) :D

i like the floor pattern.
Title: Re: The Red Room...
Post by: dandelO on November 21, 2011, 12:47:07 PM
Hi, cheers, folks.

The Badger, I'm not sure why you'd want me to add sand to the floor, there is some discolouration from white to off-white in some shots of the floor of the Black Lodge scenes in the show, depending on the mind-state of the visitor to the room at a given time, whether it's a comfort/discomfort shot * (I think I may have imagined that, just watched the clips posted below and now I'm not so sure, it does look kind of different in some scenes, though.) * but never does it look like it's covered in sand. Do you mind explaining what you mean with this? I opted for the pure white on black option. If I were to animate it, however, with the trademark strobing lights, I would alternate the floor colouring as per setting. I'm not sure I'd add sand, though. ???

J, I did try some functional patterns on the floor but it turned into a bit of a shitemare when trying to combine both directions of the pattern, making each direction of pattern and scaling it was easy enough but combining them after was more trouble than it was worth at the time, I used a tiled image for ease.
When I had both directional patterns as functions, one series of black/white lines running diagonally left, one set diagonally right, I tried to combine them into one layer by using a Z to scalar sin function mask to describe the regions each pattern should appear, i.e. the white bands of the sin applied one pattern and the inverse of this, where it was black, would apply the alternating pattern but I couldn't get a proper line-up that worked, I was ending up with checkerboards, mismatched patterns etc. Another method was to use only one pattern, reversed by a transform shader and blended much the same way as I said above, not much better.
Any better ideas on how to do that? It was late when I was playing with it and I didn't spend too much time breaking my brains for it but I know it's only a matter of logical thinking, that I couldn't be bothered with for a quick, one-off image like this.

Z, yes, the Red Room (http://www.youtube.com/watch?v=o_-WYMBvU30)! :D

Cheers! :)
Title: Re: The Red Room...
Post by: inkydigit on November 21, 2011, 03:42:58 PM
excellent....!
:o
Title: Re: The Red Room...
Post by: Zairyn Arsyn on November 21, 2011, 04:19:47 PM
no! not the midget! that would be too scary  :D ;D ;)
Quote from: dandelO on November 20, 2011, 02:30:17 AM
Some people might remember the bonkers 90's TV show, Twin Peaks, by crackpot director, David Lynch.
Here's a TG2 depiction of The Red Room at The Black Lodge (http://1.2.3.9/bmi/2.bp.blogspot.com/_W6MSoclYxtU/S69Nbi6K2hI/AAAAAAAAALs/BgrlhV5vU2g/s1600/IMG_0142_1.JPG).
I might have a play with some DAZ3D characters to add the dwarf and maybe a couple of other characters but that all depends on how good they look so, don't hold your breath waiting on that.
Title: Re: The Red Room...
Post by: TheBadger on November 21, 2011, 04:23:05 PM
QuoteThe Badger, I'm not sure why you'd want me to add sand to the floor

It was more of a, can it be done, question. The rest of what I was saying was more of a, now that you have done this how much more can you push the image, question/statement. Hope Im making more sense now. But I see that you were just figuring out how you could recreate something in TG2 and you did a great job.
Title: Re: The Red Room...
Post by: dandelO on November 21, 2011, 04:43:25 PM
Ah right, now I get you. I'll see what can be done about laying some sand over an image mapped surface and get back to you as soon as I have some time. :)
Title: Re: The Red Room...
Post by: dandelO on November 21, 2011, 09:10:11 PM
TheBadger;

Laying the sand layer over a flat surface that you want to keep intact can prove quite tricky because at parts of the sand layer where you can still see the underlying shaders, because of the sand coverage falloff, displaces that part of the visible terrain surface as well, bending the area you want to keep flat, it's awkward to fix but not impossible...

I found this problem before when making my 'Top Gear (http://forums.planetside.co.uk/index.php?action=dlattach;topic=11752.0;attach=29186;image)' image, but I managed to successfully lay the sand layers(I used 2 in that particular image because I needed to blend them separately for different areas) over the flat road by using careful blending and sand layer coverage controls so as to not affect the road surface and markings beneath too much. The sand was blended by a power fractal, which was itself inversely blended with simple shape shaders.

If you want, the .tgd for that image is available to download here; http://forums.planetside.co.uk/index.php?topic=11771.0
It might give you some pointers on blending and coverage when using the sand layer. Pay attention to the 'coverage' parameter of the main sand shaders, and how they are integrated with their blending shaders. The .tgd might look intimidating on first glance but it is laid out very logically, I like order and neatness in my .tgd's, so you shouldn't have too much trouble deciphering it. :)

* Word of advice on that .tgd; Replace the original distant alpine fractal terrain with a regular power fractal. The alpine in the .tgd takes far longer to render, even though it's way in the distance. You'll get quicker results that way. *

* Edit; Another couple of variations on this file can also be found here (http://forums.planetside.co.uk/index.php?topic=11776.0) and here (http://forums.planetside.co.uk/index.php?topic=11781.0). *
Title: Re: The Red Room...
Post by: choronr on November 21, 2011, 11:35:36 PM
Brilliant; a taste of hell ...such talent here!
Title: Re: The Red Room...
Post by: TheBadger on November 21, 2011, 11:42:27 PM
Thank you very much Martin. You always go out of your way for people, I hope we can do the same for you when you need it. But frankly I doubt that you will ;)
Title: Re: The Red Room...
Post by: Dune on November 22, 2011, 04:14:38 AM
QuoteLaying the sand layer over a flat surface that you want to keep intact can prove quite tricky
You could put the sand layer on another (similar) planet, or a sphere, or even a plane, carefully matching both surfaces...
Title: Re: The Red Room...
Post by: j meyer on November 22, 2011, 10:12:45 AM
Quote..........
Any better ideas on how to do that? It was late when.......
Unfortunately not,actually I was hoping you had figured it out. ;)
Title: Re: The Red Room...
Post by: TheBadger on November 23, 2011, 01:27:14 AM
Quote from: Dune on November 22, 2011, 04:14:38 AM
QuoteLaying the sand layer over a flat surface that you want to keep intact can prove quite tricky
You could put the sand layer on another (similar) planet, or a sphere, or even a plane, carefully matching both surfaces...

@Dune: Thank you for bringing this up Dune. I have read a lot of threads of people talking about using a sphere or planet for interesting things like you describe but have yet to learn how to do it my self. I think I should not put it off anymore. Can you point me to a good educational discussion thread of the technique (in general), I have only read it referenced by people who already seem to understand it fully.

@DandelO: Thank you for that information and the .tgd! The sandelO nodes and how you worked out the image map coverage problem is soooo versatile! I'm actually using your method to 'paint dirt on to a wall(s) Thanks much Martin.
Also I am really sorry to hijack your threads. Its just that I have learned to not risk missing an opportunity to pick your brain. Hope it is not to difficult to tolerate me.
Title: Re: The Red Room...
Post by: Dune on November 23, 2011, 03:53:36 AM
@TheBadger: it's not hard at all. Just copy (ctrl+D) the planet, disable the rendering of atmosphere (you only need one), and hook a new line of nodes into it's input. If you use the same main terrain, but change one of the lines (add some major displacement), and have some different colors in surface layers, you'll see the difference right away. Just two terrains 'alternating in appearance'.
If you use exactly the same terrain but add some minor displacement (and different colors) at the end of the line of nodes (surface shaders), and blend these by a distance shader, you'll have some subtle difference right in front of you, but not in the distance. Something like that.
Title: Re: The Red Room...
Post by: Jonathan on November 23, 2011, 10:08:08 AM
Nice composition - and unusual....more interesting is using TG for the model (as opposed to other 3D modelling tools) - shows how flexible TG really is. Nice one!
Title: Re: The Red Room...
Post by: j meyer on November 23, 2011, 10:43:32 AM
Meanwhile i've found a solution.I should have seen that before,but was too focused on
the sine-way.
Since it is a repetitive pattern just look for the smallest possible unit,make that unit -either
from blue nodes or simple shape shaders- then tile the result as often as desired and done.
It's a bit too much effort though,nodewise,so you are probably better off using an image map
like you did.
Title: Re: The Red Room...
Post by: Gkos on November 24, 2011, 11:31:50 AM
You always have brilliant ideas.
Title: Re: The Red Room...
Post by: dandelO on November 24, 2011, 03:06:56 PM
Thanks! :)