Featured post

快连历史版本

There was an update or a series of updates that screwed up everything here, for about a week now I’ve been fiddling randomly with all the buttons I see, I have no idea what I’m doing, as a result some things are working and some things still not. I’ve tried rolling back Manga+Press to previous version, I’ve tried installing ComicPress (but instructions seem out of date or plain wrong), I’ve clicked buttons on and off… I’ve discovered that I really really hate WordPress and if anyone has a better free option to display simple goddamn images in a sequence, I’m listening.

Meanwhile, all the permalinks seem to be working right now. So you can go to any one page, like for instance #166 here:
http://au3fg5.wcbzw.com/comic/page-166/

and from there navigate to any other page you want. I think. Let me know if that doesn’t work either. Right now I’m not even sure this blog post will work properly.

Here’s the very first page, if you prefer starting from there:
http://au3fg5.wcbzw.com/comic/cover-2/

Thanks for your patience and patronage 🙂

This entry was posted in Uncategorized on by steven.

快连历史版本

2017 note:  This is a tutorial I wrote about 3 skin shading hacks I invented 18 years ago.  I’m dusting it off again, because though this has become irrelevant for cinematics, it may still be useful to real time graphics.

Skin shading could be the single biggest hurdle in realistic cg…  as for me, I’ve been wrestling with it since my beginnings 1995.  And when I say wrestling, I mean I’ve been extremely frustrated by it, mainly because (until recently) very few knew much about it, and no one could answer my questions.  So -99 I made my own method, basically a collection of 3 tricks, a direct approach that doesn’t require simulation.  (When we have the power to do nice simulating, of course we should do that.)  Terminology:
Day side =  where light reaches
Night side = where light doesn’t reach
Terminator = the transitional zone

(2017 note:  please excuse the lack of eyebrows, lashes and normal maps.  Normal maps didn’t exist at this time, this is using bump maps.  Also sculpting didn’t exist, this is a Subdivided Surface tweaked vertex by vertex in Maya.)

#1 Faking Translucency
旋风加速器ios版下载_旋风加速器ios版app安卓版下载 官方v6 ...:2021-5-31 · 旋风加速器ios版是一款工具类软件,软件内主打服务于海外华人,海外华人连接国内的音乐平台或者是视频网站等都需要加速器的帮助,软件无需复杂的配置过程,只需一键开启加速,并且一个账号可伍在多个操作端进行使用,极大的方便了海外华人用户,对APP有需求的用户快下载体验

As you probably know, if you put a skin-color texture in the Diffuse (now called Albedo) of a Lambert, you get something like a zombie.   

The skin seems a horrible greenish gray on the night side, no matter how realistic your paint job, and metallic orange on the day side.

So we need to make the day side cooler (bluer), and the night side warmer (redder).  Also, we need to make the terminator the warmest of it all.

My first efforts used the ambient or incandescence channels (now in UE4 called Emissive) to make the whole head redder.   I sometimes even tried making the color channel and spec channels bluish.  But this is limited – when you get the terminator as warm as it must be, the night side is too red, and the day side too bright. 

旋风加速器下载So what to do?  As an artist who used to paint in the real world, before digital, I can’t help wishing I could reach out and paint the exact color I want, exactly where I want it…  and so the answer came, perhaps too simple or obvious for people with a more scientific mindset… but in my experience this trick creates a credible illusion of skin (and other organic materials), for very little effort and rendering time.
旋风加速器破解版下载_旋风加速器软件安卓版app下载 v6.5.3 ...:2021-5-8 · 旋风加速器app是一款新推出的手机网速加速器。用户可伍通过它来提高自己玩手机游戏时的网速稳定性,提供手机游戏加速服务。有了玩国际服或者外国手游都不会在卡顿。感兴趣的小伙伴就赶紧下载吧软件简介旋风加速器已服务超100万玩家,品牌值得信赖。


Find a way to edit the light based on the angle between the incoming ray, and the surface at that point
旋风加速器官网下载地址  Thus enabling us to edit the colors of the terminator, day side, and night side each separately.

Most cartoon shaders have this function, and if you can get rid of the sharp edges that’s it, done.  (We’re not going to use any outlines.)
The shader I use here takes its color info from a ramp (in Maya, just switch the interpolation to anything other than ‘none’).  The original cartoon shader I used came from Tom Kluysken’s ‘Maya Queen’ site, and has been attributed to Duncan Brinsmead and Michelle Borghi.

(2017 note: today this might be called applying a 1D LUT, or color grading, which is commonly applied last as a global post process, I can’t seem to find any recent examples of it being applied like this, first in the process, to the initial rendering of specific materials.)

Here’s the graph in Maya for the translucency-fake (cartoon shader):  (2017 note: I’ll leave it out since it’s obsolete.)

.

#2 Highlights

The highlights are a whole other set of problems.  For this reason I like to isolate them on another layer, in fact here I use 2 layers:  one for the glancing highlights (like the one on the left), and one for head-on or ‘flat’ highlights (on the right side).  They gradually cross-fade into each other as the light revolves around the model.

 (2017 notes:  This dual architecture was later adopted in the Misss_Fast skin shader by Zap Andersson.  What I call highlights here are called ‘lobes’ today.)

The important thing is to map whatever parameters the shader has for changing the highlight with regards to the angle between the light rays and the camera.  In Maya you can use Blinn, SamplerInfo node, or ramps to control this change.

(2017 note: today this is called a Fresnel function)

Lets look at the most important and trickier of the two, the glancing highlight.   It must become brighter and bluer and wider as the light becomes more and more glancing, finally flaring out into a long thin line in opposing light.  (Now known as rim light.)  Since I have another layer to handle the flatter angles, I make this glancing layer fade out before it hits ‘noon’ (makes it simpler if the highlights don’t overlap).

(In fact both layers are always slightly bluish – any specularity on skin must be somewhat blue to counteract the default tendency towards yellow/orange.  This can be applied to other organic materials as well, like for instance greenery – in that case the highlight would be tinted red/magenta.)

.
旋风加速器官网下载

Any bump map should be of higher value on the specular and ramp layers, than the same one on the base-layer.  This greatly increases the illusion of translucency.

xf5旋风加速_xf5旋风加速最新资讯:2021-5-24 · xf5旋风加速器 - 琴易办app-琴易办下载v1.0.2 2021年4月22日 - “琴易办”——横琴新区统一政务服务APP,是横琴新区商务局依托广东省政务服务网,倾力打造的全区统一移动便伋服务应用,旨在为横琴登记注册的伋业提供...

And that’s it – here’s a different angle.  The lighting: 8 spotlights – 2 fairly tight clusters of 4 each, roughly opposite each other.

(2017 note:  this image is not raytraced, and should be possible to duplicate or improve on with just 2 lights in UE4 or any other game engine today.  It would render extremely fast.  If only Unreal would add the relatively simple functionality to make it possible.  I was able to replicate these tricks in UDK, but then too many things changed for the next version.)

Copyright Steven Stahlberg 2001

This entry was posted in Uncategorized on by steven.

Rated M for strong language and nudity

After working on this story for about ten years I’ve finally decided to pull the trigger – I’ve realized it’s very unlikely to ever become a movie or book or musical or opera, so I’m choosing a medium I’m comfortable with and can work for free in my spare time – a comic.  I also happen to love comics, I used to make them, yet haven’t made any in over 30 years…  so for me this is a kind of fond coming home.

This is the cover so far.  Disclaimer – I’ve worked it and reworked it, as part of experimentation and trying to find a style.  It’s been difficult for me to find a balance between line and color, I think I’ve found it but I thought that before.  This means it may still be a work in progress.

It’s supposed to show the protagonist in a symbolic quandary, indicative of her over-arching distress of not being fully human:  she loves music, just like we do.  She’s tried to play the blues on a guitar, but she pushed too hard and it broke.

快连历史版本

快连历史版本