Showing posts with label temporal. Show all posts
Showing posts with label temporal. Show all posts

Friday, April 10, 2015

slitscan prop rendered result

This is an example of the seamless texture generated by the slitscan technique.
Because the captured texture is so close to the final requirement, the time needed to produce the final piece is minimal. 


Render including DOF in post




















Processed in black and white.. (even though it's CG I still love black and white)






















Processed using a Holga/Lomo style.


Wednesday, April 8, 2015

Slitscan textures & map generation

I purchased a cheap motorised turntable from China about a month ago.
This was intended to be used for a photogrammetry project but instead became
really useful for a different application.

Slitscan photography or temporal photography is typically used for photo-finish images in eg. the 100m sprint.
There are some examples where it has been used in a different way

This script by Martin Dixon processes a video file and extracts a strip of pixels. These are then stacked together
to form a single image.


I sat a bottle (empty) of beer on the turntable and switched it on. I then set up my
Nikon 3200D to shoot portrait hd video.

The processed file looks like this:



Taken into Photoshop and processed. I needed specular, diffuse, mix and normal maps
to create the final rendered version in 3ds max.



I created a simple studio style lighting setup and rendered using Vray. The model that I mapped it to is a generic bottle. At some point I will recreate an accurate Moretti bottle. This should complete the look.


Observations at this stage: The lighting while recording the footage needs to be more even as some of the colours are not accurate.

The normal map for the glass is a bit on the heavy side. It seems to be suggesting a condensation look.

The camera wasn't aligned correctly when I recorded the footage, and as a result the textures are wonky..

Other than that, I feel this is a pretty successful first attempt at seamless, (semi) automatically generated texturing for cylindrical based objects :)