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 Post subject: Re: New plastic text effect with channels and lighting effects
PostPosted: Thu Aug 22, 2013 1:39 pm  (#41) 
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Esper wrote:
thanks for the links GnuTux !

and nice stuff you posted !
they all look very elegant

Thanks, Esper.

I've played around with the environment mapping feature a good bit, with mixed results. The lighting filter's implementation of em is basically undocumented, so we are stuck with figuring out exactly how it works, and what capabilities it has, on our own.

I don't want to hijack this thread more than it already has been :), so perhaps we should start a new thread on environment mapping, so we can discuss our experiments, post our results and get a better feel for it's capabilities. It can map any image onto a surface, with the distance slider, the material tabs and the size and type of the environment map image seeming to be the major factors in determining the results, with the direction tab not being a factor at all. I think more experimentation is necessary, specifically with how it interacts with the bump map and the other options in the lighting filter.

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Fri Aug 23, 2013 4:50 pm  (#42) 
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Since Rod renamed this thread and doesn't consider it hijacked, I'll just continue to post here. :smiley2

I got this interesting effect using an environment map of a pattern. To keep the pattern from being sized way up when it was mapped, I increased the map to 4x the size of the text image.

Image

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Fri Aug 23, 2013 4:55 pm  (#43) 
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:wow You're pretty good at this gimp thing, Tux. You should look into owning a website or something. :hehe


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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Fri Aug 23, 2013 5:06 pm  (#44) 
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Well, thanks Mike but as it turns out, this was surprisingly easy to create. Heck, everything I learn is from the excellent members of this site. :bigthup

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Sat Aug 24, 2013 5:37 am  (#45) 
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Here is another test result environment mapping a pattern. This emap is an image 4x the size the text image, filled with a wood pattern. Bump map Gauss blur 15, Sinusoidal curve, Height .02 - Distance .547 - Material Shiny at .54.

Image

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Sat Aug 24, 2013 5:53 am  (#46) 
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:musik Very nice work Tux....you are on a roll.

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Sat Aug 24, 2013 6:05 am  (#47) 
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Thanks, Molly. I think I'm starting to get a better handle on how to tease out the results I want using the environment mapping feature of the lighting effects plug-in. :yes

Gonna start working on using gradients in the environment maps next, then I'll automate the processes in a script. :smiley2

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Sat Aug 24, 2013 7:21 am  (#48) 
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Here are my gradient results. Gradient environment map is 30px wide and same height of image/text. Bump map linear with .01 depth.

Image

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Sat Aug 24, 2013 6:34 pm  (#49) 
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Very nice tux they really show up nicely on that background

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Sat Aug 24, 2013 11:22 pm  (#50) 
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Those are great! Sky landscapes work exceptionally well to produce a chrome look. :)

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Sun Aug 25, 2013 10:42 pm  (#51) 
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How about some blood. :)
It is almost Halloween time.

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Sun Aug 25, 2013 11:08 pm  (#52) 
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Good results on the blood, Rod. Did you use an environment map for that?

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Mon Aug 26, 2013 1:45 am  (#53) 
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GnuTux wrote:
Good results on the blood, Rod. Did you use an environment map for that?


No just a channel bump map and lighting effects. Basically this tutorial. :)
http://www.gimpusers.com/tutorials/smel ... loody-text

But i also gave it my own twist by duplicating the visible result, inverting the color and setting the layer mode to grain extract. That made it sharper without blowing out the highlights. :bigthup

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Mon Aug 26, 2013 7:18 am  (#54) 
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Ah, OK. The cool thing about GIMP is there are so many different techniques that can be used to get similar results. :hehe

I think I'm about burned out on environment maps. I've gotten better results this time around so I guess that's progress. :mrgreen:

More results using emaps...

Image

A quick attempt bloody text...

Image

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Mon Aug 26, 2013 8:19 am  (#55) 
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So Tux when you use an environment map you use one much larger than the image you are creating right?

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Mon Aug 26, 2013 4:53 pm  (#56) 
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Yep. When using a pattern or an image, I create the emap at least 4x the site of the object I want to map the environment onto. The effect from the environment map stretches horizontally, so what gets mapped to the object, depends on the distance of the object from the surrounding environment. Here are the results of my tests.

These squares are mapped from an emap 4x the size of the original image, filled with a money pattern. The shiny value in the materials tab has a significant affect on the overall brightness. I didn't specify a bump map.

At a distance of .295
Image

At a distance of .395
Image

At a distance of .495
Image

At a distance of .595
Image

When I add a bump map for an edge bevel in the lighting filter, I get this result. This is from a Gauss blur of 15. Distance of .595 with shiny set to 50. This is the effect I get when the environment is bent (reflected) around the beveled edge.

Image

All of this applies to an environment map of an image or pattern. When using a gradient or an emap like the ones below, and due to the stretching that occurs, the emap size requirements are different and they produce different results.

ImageImage

This is in all contrast to the simply bumping a pattern for height, then bumping for an edge bevel and adding light, which produces a totally different effect.

Image

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Tue Aug 27, 2013 7:17 am  (#57) 
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After a bit more testing, it seems that gradients should be at least 2x the height of the original image for smoother results. The width of the gradient doesn't seem to matter much. Here is my result with a horizon style gradient at 30x800 .

Image

The size of what I'll refer to (for lack of a better term) as a topographical (satin?) gradient, should be at least large enough to produce smooth gradients when mapped. The standard 400px square seems fine in my tests. Although, increasing the size might give smoother results, depending on how the topographical/satin gradient is created. The random blend of dark and light gradients give different lighting and shading when mapped.

I started with standard gold map, then colored, transformed and iwarped it to get this...

Image

..which produced this kind of shading when emapped. I'm calling it Blue Aluminum. :hehe

Image

I got the above results using the blue emap, with a 15px Gauss applied to the duped text layer for my bump map (sinusodial - depth 0.01). Materials shiny set to ~.50 & distance at .550. I then re-ran the lighting filter on the results of the emapped & bmapped text, unchecking the emap and leaving the bump in place, trail & error adjusting the light and materials settings in the lighting filter to get the final result.


Attachments:
File comment: Blue Aluminum Text with Bump Map
blue-aluminum.xcf [1.52 MiB]
Downloaded 137 times

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Tue Aug 27, 2013 10:08 am  (#58) 
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science !


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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Tue Aug 27, 2013 11:25 am  (#59) 
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GnuTux wrote:
After a bit more testing, it seems that gradients should be at least 2x the height of the original image for smoother results. The width of the gradient doesn't seem to matter much. Here is my result with a horizon style gradient at 30x800 .

[ Image ]

The size of what I'll refer to (for lack of a better term) as a topographical (satin?) gradient, should be at least large enough to produce a smooth gradients when mapped. The standard 400px square seems fine in my tests. Although, increasing the size might give smoother results, depending on how the topographical/satin gradient is created. The random blend of dark and light gradients give different lighting and shading when mapped.

I started with standard gold map, then colored, transformed and iwarped it to get this...

[ Image ]

..which produced this kind of shading when emapped. I'm calling it Blue Aluminum. :hehe

[ Image ]

I got the above results using the blue emap, with a 15px Gauss applied to the duped text layer for my bump map (sinusodial - depth 0.01). Materials shiny set to ~.50 & distance at .550. I then ran the lighting filter on the results of the emapped text, unchecking the emap and leaving the bump in place, trail & error adjusting the light and materials settings in the lighting filter to get the final result.


:yes Fantastic results Tux! :)
Pretty awesome that you need only open any pattern as an image and correct the height or width for different env map results. Science is wonderful. :bigthup

Thanks Tux for all your testing with this. It is nice to finally see what can be done and how to accomplish it with this filter. It does give some outstanding results used correctly. Great stuff. I can not wait for your script results. I am betting they will be phenomenal.

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 Post subject: Re: Plastic text effect and uses of the lighting effects filter
PostPosted: Tue Aug 27, 2013 4:13 pm  (#60) 
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whats up with this artifact ?

i had the same thing at, more or less the same point, several times in the past
is it some bumpmap related bug ?


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