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Work in progress - fake lighting for a pumpkin project
I'm currently working on faking some lighting for a pumpkin modeling project, and I figured I should share my progress along the way.
Right now, I'm trying to get the lighting to look good, and then I'll work on a more generalized solution for all sorts of lit backgrounds and objects. Hopefully, I'll eventually turn it into a custom feature once I'm done (it's currently just a bunch of patterned variables and other features). The light falloff is currently linear since I was having trouble getting an inverse square falloff to look good. I think that the end solution will be to have an inverse square falloff from lighting sources, but also a final logarithmic transformation of the color to get it to look good and enhance the dynamic range of the image. That will make the coloring behave more like a typical 3D rendering engine, camera, or human eye.
In any case, without further ado, here is a first gif of the scene (everything is WIP, the final will look much better):
As I've been working on this, I realized it would be nice to have a "flat" view mode where simply solid colors are displayed (no specularity). This would add some extra artistic freedom, and it would also give another option when taking screenshots for documentation and/or printing (something between an edges-only view and a shaded view), maybe like this mockup I made in Blender:
Right now, I'm trying to get the lighting to look good, and then I'll work on a more generalized solution for all sorts of lit backgrounds and objects. Hopefully, I'll eventually turn it into a custom feature once I'm done (it's currently just a bunch of patterned variables and other features). The light falloff is currently linear since I was having trouble getting an inverse square falloff to look good. I think that the end solution will be to have an inverse square falloff from lighting sources, but also a final logarithmic transformation of the color to get it to look good and enhance the dynamic range of the image. That will make the coloring behave more like a typical 3D rendering engine, camera, or human eye.
In any case, without further ado, here is a first gif of the scene (everything is WIP, the final will look much better):
As I've been working on this, I realized it would be nice to have a "flat" view mode where simply solid colors are displayed (no specularity). This would add some extra artistic freedom, and it would also give another option when taking screenshots for documentation and/or printing (something between an edges-only view and a shaded view), maybe like this mockup I made in Blender:
Student at University of Washington | Get in touch: contact@alnis.dev | My personal site: https://alnis.dev | Currently an Onshape intern: asmidchens@onshape.com
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Comments
what's going on here? looks like some awesome craziness!
Website: ovyl.io
Website: ovyl.io
@mahir this lighting workflow is certainly of dubious utility, and given that Alnis made this animation, it strikes me as a curious passion project or quarantine insanity, to which I say shine on you crazy diamond!
Website: ovyl.io
I figured it would be a fun project to figure out how to have the different depths of cut have different face colors to simulate that sort of glow, so I decided to start with some simpler lighting projects and then move up in scale/difficulty. Hopefully, I'll eventually write a custom feature to help automate some of it, but first, I need to just get it working in a regular model!
On the other hand, maybe you could just modify the extrude feature so that it also colors the end cap faces according to depth as a % of the total substrate thickness. Then you could make the art in some vector software and import a dxf as your base sketch.
Website: ovyl.io