View Full Version : that microscopic cellular look
DDD
July 25th, 2003, 08:17 PM
Does anyone have a tut or have any idea how to get that cellular, microscopic reversed negative look.......man I dont know how to explain it. I know how to do it in max and LW but I wanna do it in ps7.....If any one has a clue what I am talking about give me a hint, tip, tut, .psd anything....been pluggin at this thing for a while now
no bone movie
July 25th, 2003, 11:02 PM
can you give an example?
replode
July 25th, 2003, 11:04 PM
i think its called invert. i forgot the keyboard shortcut, but i think its called invert.
no bone movie
July 25th, 2003, 11:07 PM
ctrl + I
DDD
July 25th, 2003, 11:32 PM
eh......it is that look how stuff looks when you look through an electron microscope....lemme see if I can find an image or whip up one in max
replode
July 25th, 2003, 11:41 PM
you can try adding some glow and stuff to it, an example would be nice.
DDD
July 25th, 2003, 11:44 PM
like this
Basically I want to simulate the blood stream from a microscopic P.O.V
mdipi
July 26th, 2003, 01:39 AM
oh boy...you got a job on yourhands. why do you have to do it in PS7? i cant help you but it looks like threre are bevels, but see how the light soruce is coming from the right? thats gonna be hard to simulate in PS7, i would seriously do it in MAX or LW...
DDD
July 26th, 2003, 02:40 AM
I dont want to do that particular image but that effect......I probably will endup doing it in max but I will keep trying
sonnyz
July 26th, 2003, 09:36 AM
Whoa..why try to re-invent the wheel, thats a hard one to accomplish in PS
DDD
July 26th, 2003, 11:34 AM
Now I have taken it as a challenge so I will figure it out
nobody
July 26th, 2003, 01:22 PM
Channels.. lots and lots and lots of channels.
Lighting effects, lots and lots and lots of lighting effects.
prstudio
July 26th, 2003, 01:45 PM
http://www.kirupaforum.com/forums/attachment.php?s=&postid=240143
all done in photoshop
DDD
July 26th, 2003, 02:04 PM
you did that?? looks pretty sweet
prstudio
July 26th, 2003, 02:29 PM
yeppers: ty
alethos
July 27th, 2003, 12:18 PM
Heya. I'd never tried this before but I had an idea of how it's done. If you notice, the parts of the geometry that are facing at an angle away from the camera are lighter and parts facing directly at the camera are darker. Falloff maps apply materials according to the angle of the polygon normal with respect to the camera's Z-axis.
So I gave it a shot with some basic torus knots in MAX. Attached is the test image I created.
DDD
July 27th, 2003, 12:21 PM
interesting.....but you are right.......I like that......could you send me a quick write up or some screen shots of your settings.
thanks al(ethos)
although I wanted to do it ps which is looking impossible. But your technique is diff than mine. But I like the way you did it
alethos
July 27th, 2003, 12:22 PM
Attached is a screenshot of the material editor. As you can see, I used a Blend material, in which I assigned a simple black diffuse material to the Material#1 slot, and a white material with full white Self-Illumination in the Material#2 slot. For the mask I used a Falloff material, with its default settings (black diffuse to white on falloff). I assigned the material to my geometry, then dropped in an Omni light, set its multiplier to 0 to effectively shut it off (this turns off the default ambient lighting in MAX, which we don't want), and rendered. Then I just added the DOF effect in Photoshop. Took only about 25mins and I think it mimics the effect you're going for.
If you want it to look even more realistic I'd suggest adding little blurred blobs here and there to simulate a fluid.
-Al
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