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Totan VPX full graphics rebuild WIP


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#81 jpsalas

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Posted 27 October 2018 - 01:23 PM

Nice! :D


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#82 crashb4

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Posted 27 October 2018 - 01:27 PM

Dude... That's sick. Well done.



#83 Fleep

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Posted 27 October 2018 - 01:28 PM

Amazing skills bro!


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#84 Fleep

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Posted 27 October 2018 - 01:45 PM

I mean... rendering primitives stuff is truly an art and something of its own and much respect to all who do this for the tables recreation, but finding ways like you do, to put it together in VPX to have it all lighting-dynamic with such workarounds is taking VP table recreation into a whole different level ! So realistic!

Again..amazing!! Hats off my friend !

Keep us posted with your progress. It is indeed spectacular and interesting to read.


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Edited by Fleep, 27 October 2018 - 01:47 PM.

"..Make the ball vanish!.."

#85 DKong

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Posted 27 October 2018 - 08:15 PM

I agree with Fleep. Your skills are simply incredible and it's awesome that you let all of us see how you are learning new tricks along the way. 

 

Thanks again for sharing your work!



#86 Ben Logan

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Posted 27 October 2018 - 09:20 PM

The results are outstanding, Flupper. Fascinating process. Love these technique stories.

#87 3rdaxis

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Posted 27 October 2018 - 10:09 PM

Thanks for sharing this mate. This is invaluable stuff right here. 



#88 g5k

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Posted 27 October 2018 - 10:25 PM

Beautiful work mate...inserts look amazing too, nice idea



#89 robertms

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Posted 28 October 2018 - 03:30 AM

Well if all the masters are amazed.. :love39:  :love39:  :love39:


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#90 Draifet

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Posted 28 October 2018 - 07:00 AM

This gif is hypnotic, and the result amazing. Thats augmented reality and not what my phone does.

#91 jipeji16

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Posted 28 October 2018 - 02:33 PM

Amazing rendering !!!! Wooooow ;) ;) ;) Another very good work !!!!!! ;) ;) ;) ;)



#92 bord

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Posted 29 October 2018 - 08:58 PM

Great stuff, Flupper. Following your lead I rendered out those pesky jeweled inserts on BK. Gonna give this approach a shot.

 

screenshot2018-10-29at3_t.png



#93 firebrand007

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Posted 29 October 2018 - 09:38 PM

oh my... I'm drooling all over the screen ! :) . Incredible work !



#94 kalavera

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Posted 30 October 2018 - 03:33 AM

the quality is impressive I can not find differences with the real table, you are a supreme artist.

#95 bord

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Posted 30 October 2018 - 06:56 PM


What's new to this lighting is that there are two images involved: 

1. the playfield image which has the "insert light on" image embedded in it; the normal vpx light is put on top of this

2. a primitive flat surface 0.1 units above the playfield with the "insert light off" texture with a 60% opacity 

Now, if the insert VPX light is off, you will only see the texture on the primitive flat surface (60% opacity is opaque enough to hide the playfield underneath it). If the light is on, it is bright enough to shine through the 60% opaque primitve surface.

 

 

Hi Flupper, what do your VPX material and light settings look like for your Insert Off primitive? I'm having a hard time not showing too much of my playfield until I start bringing the insert texture in at 85% or higher.



#96 liango

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Posted 30 October 2018 - 07:59 PM

Awesome!! Looks great! :otvclap:



#97 flupper1

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Posted 30 October 2018 - 08:32 PM

 


What's new to this lighting is that there are two images involved: 

1. the playfield image which has the "insert light on" image embedded in it; the normal vpx light is put on top of this

2. a primitive flat surface 0.1 units above the playfield with the "insert light off" texture with a 60% opacity 

Now, if the insert VPX light is off, you will only see the texture on the primitive flat surface (60% opacity is opaque enough to hide the playfield underneath it). If the light is on, it is bright enough to shine through the 60% opaque primitve surface.

 

 

Hi Flupper, what do your VPX material and light settings look like for your Insert Off primitive? I'm having a hard time not showing too much of my playfield until I start bringing the insert texture in at 85% or higher.

 

The insert off primitive has:

disable lighting and disable light from below both at 1; 

material: opacity = 0,9999 and active checked; base color = rgb 80,80,80; no clearcoat or glossy

base color is quite dark because of the disable light value of 1.

The playfield light on texture should be quite dark, the light will make it bright enough when the light is on.

In the explanation I showed, you can see that the lights on texture seems darker (right) than the lights off texture (left).

http://vpforums.org/...xplanation1.jpg

That is on purpose:

the VPX render pipeline has (I think) full 32 bit color values so even a dark color can be made very bright without issues with a VPX light. 

In order to not show the lights on texture when the VPX light is off, the playfield lights on texture should be quite dark and be hidden behind the lights off texture of the primitive. That is why the lights off texture seems quite bright, with a 60% opacity on a dark background it shows normal again.



#98 mfuegemann

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Posted 31 October 2018 - 03:54 PM

Hi Flupper,

 

Your table is looking incredible! Great work.

 

Michael



#99 javier1515

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Posted 01 November 2018 - 11:00 PM

A story about the insert lighting...:

 

I have used (yet) another way of lighting the inserts on this WIP. In this post I will tell you how I did this. This is the result of the procedure below (animated gif):

demo2_t.gif

 

What's new to this lighting is that there are two images involved: 

1. the playfield image which has the "insert light on" image embedded in it; the normal vpx light is put on top of this

2. a primitive flat surface 0.1 units above the playfield with the "insert light off" texture with a 60% opacity 

Now, if the insert VPX light is off, you will only see the texture on the primitive flat surface (60% opacity is opaque enough to hide the playfield underneath it). If the light is on, it is bright enough to shine through the 60% opaque primitve surface.

 

How I made this:

 

First I modelled the insert in Blender. The basic insert is modelled with correct geometry. With some modifiers in Blender it is made somewhat smoother and around the insert I put a box which simulates the insert being embedded in the playfield. With a correct material the final texture can be rendered with environment HDR lighting as the only light available:

explanation3_t.jpg

When rendered, this is the lights off texture.

 

The same insert but then rendered with a HDR light underneath and without the enclosure generates the "lights on" texture:

explanation4_t.jpg

 

The lights on texture combined in photoshop with the lights off texture is the final "lights on" texture to be used (right), a brightened version of the lights off texture is the final "lights off" texture (left):

explanation1_t.jpg

 

In photoshop I then create the two texture mentioned before:

1. The playfield (lower part of the image)

2. the texture for the 60% opacity 0.1 unit above the playfield primitive (upper part of the image)

explanation2_t.jpg

 

In the animated gif you can see full animation of the light, there are no steps like in VP9. Only two images are involved and one VPX light. I made this with Blender but I see no reason why you can not replicate this in real life, by making a photo of an actual insert, once without the insert lit up, once with the insert light on. It would require the exact same camera point of view and no over blown colors/noise/etc. If somebody wants to try this, I am happy to help get it running so send me then two photos of the same insert (one off, one light on).

 

 

And an update on modelling and rendering:

 

I reduced the render time to about an hour for this image with an increase in quality:

screenshot1220_t.jpg

 

I used a variant of this technique:

http://www.ngon-para...les-noise-paper

 

This means: instead of rendering one image with 1000 samples, I rendered 10 images of the same camera view with 100 samples. These 10 images have all different noise patterns, and when combining these 10 you get better quality than with one render. I do use the denoising feature of Blender, but with reduced settings (radius: 5, feature strength and strength at 0.2).

 

I also reworked the hair of the genie, it bothered me that it was not the same as the real one. Together with some other new prims:

screenshot1320_t.jpg

 

screenshot131b_t.jpg

 

 

Wow incredible work friend  :love39:  :love39:  :love39:
 
it's been a while since I've been out of the vp scene because of personal problems and I'm not up to date at all, sorry for that.
 
 
 
Create insert with primitives I did with a project that I could not finish unfortunately "Three Angels" at the time it occurred to me that with that technique would be more realistic the creation of the table and works very well.
 
 
Cheers, Javier..

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#100 Ben Logan

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Posted 01 November 2018 - 11:24 PM

Welcome back, Javier!