Parallax-effect and avatar lighting
04.01.2008 Vladimir BabushkinAs an experiment we just tried to visualize an avatar using latest magically developed features (parallax-effect and bump).
Controls:
- Mouse move — move light source
- Mouse click — change light color
- Mouse wheel or +/- — change highlight curve


04.01.2008 в 22:16
[…] — move light source Mouse click — change light color Mouse wheel or +/- — change highlight. Read more… | Suggest Tags: lighting Saturday School #13 Look for : Saturday … the Mangler’s power […]
04.01.2008 в 23:30
The work you guys are doing continually causes my jaw to drop. Absolutely fantastic!
05.01.2008 в 02:14
The stuff you guys come up with is so good it’s unfair! I haven’t been this impressed with one example SWF since the papervision3d examples. Please stop - you’re making everyone else look bad!
05.01.2008 в 03:33
:O
07.01.2008 в 09:55
:O :O
08.01.2008 в 10:06
Wow cool and inspiring !
Can you separate the “camera” from the source of light and animate these individually ? I’m sure you merged the 2 process in only one and it could be very hard to separate because the light values depends on the paralax values. But maybe I’m wrong…
So very cool. Respect.
09.01.2008 в 14:30
Cedric, they’re independent. In this example we merged them in order to move light source and “point of view” altogether. Thanks for comments.
10.01.2008 в 02:13
Awesome!! I had no idea Flash could do this kind of stuff already!
10.01.2008 в 02:21
Oh hehe ye had me fooled there, it looked so 3D :P
Still very impressive! Keep it up!
10.01.2008 в 05:23
Hope to see more features :D
11.01.2008 в 15:34
Wow the hair even looks pretty good. SO far best 3d realistic attempt I have seen in Flash.
11.01.2008 в 18:43
Ryan: But it’s not 3D :P
14.01.2008 в 08:31
can we get the resources/code for this?
15.01.2008 в 05:24
I quote you from your previous demo, you said : “So I was forced to find a way to modify normals map using standart Flash filters and blending modes.”
Do you think that we can can combine filters, blending modes and any mass pixel methods from BitmapData class (as merge, thresold..) to “parallelize” any function calculation ? Did you use only one channel or did you compose the three RGB to allow a 256*256*256 range of values ? Or maybe did you use directily one channel per axis to represent your normals in 3D space:
axis X into channel R
axis Y into channel G
axis Z into channel B
So I think I begin to understand your way to do: never use the set/getPixel methods (too slow and from far…), allways use massive-pixel methods by reinterpreting the channels.
Am I right ?
08.02.2008 в 06:25
hehe yeh doob that is why I say “3d realistic attempt” hehe. IN fact most flash 3d is not real 3d but this is some fancy bitmapping tricks. Most flash 3d isn’t going for much realism, the only way that little software render that could in AVM for AS3 is to fake most of it. It is also smart to use your processing on your main features, if there are going to be many avatars or assets most of them will need to be 3d sprites or other flash illusion magic. doob has some magic of his own.
08.02.2008 в 07:06
Cedric, you are quite right! :)
16.02.2008 в 06:35
Thanks Anton. Your job is from far among the most impressive done in Flash.
On other hand, for me the word “real” has no signification in our work (except from a marketing point of view).
From some point of view, we can say that all the 3D made in DirectX and OpenGL are fake too, because they idealize the world as a poor set of polygons whereas a good 3D engine may have to work only with “real” atoms, electrons, photons… And when you think that our physic theories (Newton’s laws, theory of relativity, quantum mechanics…) are just abstract patterns of an infinitely complex Reality, you understand why a debate about “to be or not to be real” is not relevant.
04.04.2008 в 16:59
:):)