Author Topic: Starrynight like example or tutorial? (flow vector map?)  (Read 6442 times)

I need to make a oil painting effect like the "starrynight" example that I saw from Allegorithmic home page.

It seems like the noise generated is following some kind of flow vector, but I am not sure how to create one from a given image.

Is there any example or video tutorial on such topic or related topic? I am looking for a Van Gogh style painting effect or any help on making a flow vector map from given image.

Thanks in advance!  :)

Hey saehoon,

this may help you:
https://forum.allegorithmic.com/index.php?topic=5355.0


Best Regards
Environment Artist - Twitter

Would the "Blur" node do the job?

Assuming it's a static distortion of an image.
I'm also assuming the blur map (or whatever it's called) would be hand-crafted based on the particular painting, not a random or noise pattern.

UPDATE:  I think "Warp Node" is the one I was thinking of.
Last Edit: August 11, 2015, 07:54:24 pm
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Hi,

Here is a good tool for creating flow maps. The flow map can be used with our Vector Warp node.

http://www.superpositiongames.com/products/flowmap-generator/

Cheers,

Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

I am looking for an explanation for the difference between those two vector maps

is it world space vs. tangent space?





edit:

since I need this for the tile sampler node, I did a quick test: As I have expected, both cones result in the same directions:



now I only have to figure out, what´s the easiest way to paint something like the starry sky example
Last Edit: April 05, 2017, 11:15:47 pm

Quote
is it world space vs. tangent space?
Not in this case. Tangent space would probably make more sense in both cases.

The difference is that the first map only contain vectors that are 2-dimentional (they point outward, but not up or down), whereas the second map the vectors are 3-dimentional and point both outward and up (those are the normals of a cone).
In mathematical terms, in the first case you have vectors (x,y,z) for which x^2+y^2=1 and z=0, and in the second case you have vectors for which x^2+y^2+z^2=1 and z>0.

You get the same result in both cases with the tile sampler since it only considers the first two dimensions and does not care if the vectors point up or down (it ignores the blue channel).
Last Edit: April 06, 2017, 01:41:01 pm

thank you so much, Cyrille! actually, the first image looks more like object space than world space :)

I think a lot of people would be interested in a video tutorial on how to create that starry night painting.

This easy way of creating and applying vector maps with substance painter and designer are just another example for the power and flexibility of Allegorithmics toolset.

awesome.




Last Edit: April 10, 2017, 10:05:02 am