Gilikshe renders: playing with shaders

24

Comments

  • AlbiejeeAlbiejee Posts: 112
    edited December 1969

    I really like where this-- toon with transparancies is going. :)

    gilikshe said:
    Still WIP

  • GiGi_7GiGi_7 Posts: 823
    edited May 2013

    Consider that It is only one layer and base not so complex as previous photoshop experiments. Here all is done with DS shader and UE2 lighting. This is screen layer.

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  • GiGi_7GiGi_7 Posts: 823
    edited May 2013

    Another. Shader output. One layer + plane base, Strong/Hard light. UE2.

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  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    I need a little ingredient from UE2 light, its parameter __category, if it there is. I can't find it. Meanwhile I play with some other things, in this case expressions. It is a coarse output, with compose and change in opacity the shadow effect should be more subtle.

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  • TheNathanParableTheNathanParable Posts: 679
    edited December 1969

    That looks really interesting Gilikshe. Kinda reminds me of Street Fighter IV characters, who tend to have a LOT of muscle definition painted into their skin textures.

    Would you mind posting the values you used to get that effect? I'd like to know if a similar thing is possible with Visual Style's ambient occlusion settings.

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    That looks really interesting Gilikshe. Kinda reminds me of Street Fighter IV characters, who tend to have a LOT of muscle definition painted into their skin textures.

    Would you mind posting the values you used to get that effect? I'd like to know if a similar thing is possible with Visual Style's ambient occlusion settings.

    Give me this week to return to work with this and remmember what I did, It is RSL oclussion function with a step function. Just today the summer holidays begin, but I have still pending homework to correct.

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    gilikshe said:
    That looks really interesting Gilikshe. Kinda reminds me of Street Fighter IV characters, who tend to have a LOT of muscle definition painted into their skin textures.

    Would you mind posting the values you used to get that effect? I'd like to know if a similar thing is possible with Visual Style's ambient occlusion settings.

    Give me this week to return to work with this and remmember what I did, It is RSL oclussion function with a step function. Just today the summer holidays begin, but I have still pending homework to correct.

    Sorry for delay. In oclussion I used:

    bias: 5E-05 (very,very small)
    samples: 64
    MaxDist: 5

    I use RSL shader builder oclusion function, I suposse is the same in shadermixer. I hope that you find it useful.

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    New WIP. Shader with plain colors composed with four-step shadows, each color is in a different layer, layer images was from http://www.patterncooler.com/?tag=flower. Outlines around hearts was and error when I grouped layers, now I work in a version switchs on/off this inner outlines. Ramp in hearts is part of layer images, however I will set ramp functions. Step shadows have adjustable noise.

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  • GeddGedd Posts: 2,473
    edited December 1969

    Interesting :)

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    Thanks Gedd.

    It appears that forum post need have a certain length, in another way post is not submited.

  • JimJim Posts: 459
    edited December 1969

    Very interesting thread. I'm yet to play with shader mixer or builder, but it seems they are powerful tools.

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    jimzombie said:
    Very interesting thread. I'm yet to play with shader mixer or builder, but it seems they are powerful tools.

    Thanks jimzombie.

    Yes, they are powerful. Builder more even, you can code your own block from very basic functions. Interfase is hard but you can know what is wrong most of time when you get errors.

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    Another WIP, less WIP than another, but much work yet

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  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    With outlines

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  • GeddGedd Posts: 2,473
    edited December 1969

    I like the last one with outlines. They help make the various parts of the image stand out :)

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    Gedd said:
    I like the last one with outlines. They help make the various parts of the image stand out :)

    Yes, outline offer more definition. But it was tedious apply it by geometry shell. Just now I finished to set the outline into shader and I am testing with extremely simple and fast renders like following. Face look exaggerated for now.

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  • Eustace ScrubbEustace Scrubb Posts: 1,394
    edited December 1969

    gilikshe said:
    Gedd said:
    I like the last one with outlines. They help make the various parts of the image stand out :)

    Yes, outline offer more definition. But it was tedious apply it by geometry shell. Just now I finished to set the outline into shader and I am testing with extremely simple and fast renders like following. Face look exaggerated for now.


    So all of this is Shader Builder work?

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    gilikshe said:
    Gedd said:
    I like the last one with outlines. They help make the various parts of the image stand out :)

    Yes, outline offer more definition. But it was tedious apply it by geometry shell. Just now I finished to set the outline into shader and I am testing with extremely simple and fast renders like following. Face look exaggerated for now.


    So all of this is Shader Builder work?


    All is totally shader builder.

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    gilikshe said:
    gilikshe said:
    Gedd said:
    I like the last one with outlines. They help make the various parts of the image stand out :)

    Yes, outline offer more definition. But it was tedious apply it by geometry shell. Just now I finished to set the outline into shader and I am testing with extremely simple and fast renders like following. Face look exaggerated for now.


    So all of this is Shader Builder work?


    All is totally shader builder.

    Of course, spots in dragon and clothes and designs in egg use images layered, they aren't procedural, but layering is made in shader builder like outline, color, use of light etc.

  • GiGi_7GiGi_7 Posts: 823
    edited September 2013

    eyelashes is hitomi material, cornea is from chibigirl, rest is shader

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  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    Testing expressions

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  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    Opacity added

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  • GiGi_7GiGi_7 Posts: 823
    edited September 2013

    More Hair

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  • GiGi_7GiGi_7 Posts: 823
    edited October 2013

    Ok. I'm playing a little with this to check how it works. There are 42 parameters, some for little tweaks, some for principal changes...and it is even in development...so...

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  • GiGi_7GiGi_7 Posts: 823
    edited October 2013

    An old WIP remaked. Old shader, next, current shader.


    Edit: Background is cyclorama with camera DOF.

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  • scorpioscorpio Posts: 3,836
    edited December 1969

    This looks very interesting.

  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    This looks very interesting.


    Thanks scorpio64dragon.

  • GiGi_7GiGi_7 Posts: 823
    edited October 2013

    Fast experiment. Adding color light intensity control. I used fiery genesis lights in this example, a mix of five lights. Unfortunately, in DS I can't separate between lights as Photoshop. With AoA Advanced Ambient Light probably allows it. I will try with this when I can buy it.

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  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    Another quick experiment, trying with a subtle change in shadows "segmentation"

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  • GiGi_7GiGi_7 Posts: 823
    edited December 1969

    Another transition type. There are three: sharp, smooth and noise. This is smooth.

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