writing my own computer brush
Posted 04 September 2012 - 11:39 PM
i made that simply by adding rgb till i hit a clamping point, kept precision before 0 and after the clamping point, and you can subtract and add it through the clamping point.
I swear this makes photo production easier, anyone heard of this before?
Posted 05 September 2012 - 02:53 AM
Posted 05 September 2012 - 03:59 AM
well just say you stopped getting brighter at 0.5. thats the basic gist.
Posted 05 September 2012 - 04:17 AM
Posted 05 September 2012 - 04:30 AM
here i start with a peach sillouette (pretty poorly drawn)
then every brush stroke, i remove a little red, more green, and even more blue.
when i hit say approx 0.7 red i stop adding red, 0.6 green i stop adding green, 0.5 blue i stop adding blue.
its cool stopping per channel unique so you can get a glow effect around the ending cell.
the tricky thing is you do it on a floating point texture so you can go past and back the clamping point. (so the brush works in reverse)
Posted 05 September 2012 - 05:58 AM
Posted 06 September 2012 - 03:30 AM
Posted 06 September 2012 - 04:28 PM
ive actually worked a little more, but this came out too deep tanned, im remedying the situation right now. (im going for photo finish now, but go easy on my results, still early stages like i said)
(another interesting failure)
i know what im doing wrong, ive actually got another pic thats slightly better tuned to natural skin, but i havent uploaded it, besides i can do better just gotta have another go.
Posted 07 September 2012 - 12:03 AM
What if you use an HDRI?
Posted 07 September 2012 - 05:50 PM
funny you say HDRI, because im actually using a high precision floating point texture for the brush strokes themselves, before clamping off. im happy with this result, ive worked out im too lazy to bother making something epicly neat and real, this will just give me the basics. clamping off rgb at different speeds is all you need to do - it is good enough for sss effects, ok, this is over with.
* rouncer farts, the thread is closed *
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