View Full Version : x-ray images
funkplastic
16th January 2006, 05:33 PM
hi people. how can i make images with x-ray look? in after effects i think that i need a plugin but i dont know...:( i need help:crazyeyes
thank you and happy vjing!!:banghead:
WordVirus23
16th January 2006, 08:36 PM
I've got a TON of real xrays... but have yet to find a way to scan them in... they're great fun to play with on a lightbox tho... and make quite interesting lampshades... would be interesting to hear how one can "fake" an xray in software tho...
..james...
robotfunk
16th January 2006, 09:30 PM
i got my foot almost broken in croatia once and got the xrays to prove it. the whole thing cost me under 50 euros including the crutches I could keep, plaster casting by someone called 'Igor' (the terrible) telling me 'You must keep your foot like this (the only way i couldn't) and then 'it will hurt'. 'but if you cannot do it, I will force you'. 'It will hurt a great deal more'.
and the xrays. my bone structure isn't the finest vj material alas.
nocternal
16th January 2006, 10:50 PM
buy one of those skeleton suits and prance around.....
....if anything it should be fun!
asterix
17th January 2006, 04:07 AM
Try solarising the clip a little and use levels / rgb bar to monotone the colours.
drmo
17th January 2006, 08:55 AM
i have been wondering about this myself. i get the feeling that it's not easy to just make them up. certainly not just by applying a filter.
fake xray images are probably best made using a 3d package or something.
seex
17th January 2006, 09:30 AM
Probaly rayograms as Man Ray called them are the closest x-ray looking images. You will need a working darkroom, the oldskool photograpic one.
http://power-of-place.com/nwphoto/photogram.html
Stuart
17th January 2006, 06:56 PM
I can tell you how to make an x-ray shader in Maya ifn yer interested.
disassembler
17th January 2006, 07:28 PM
Put a falloff map in the opacity slot and set glossiness to 0.
many2
17th January 2006, 09:45 PM
In fact you can do that in any renderer that actually support falloff maps linked to camera angle. You can even render that in real-time with a membrane shader.
Making the material additive will also help if you have overlapping models.
Westbam
17th January 2006, 11:12 PM
What is a falloff map?
Ewhh... if you wanne make an X-ray you need two images off the same object, one with and one without skin. How can a plug-in make up what you see inside something (that is the X-ray) or what the outside shape looked like (that is why you need a skinned version).
many2
18th January 2006, 11:41 AM
The kind of faloff we are talking about could be explained this way : for each pixel on the surface of your object the renderer will assign a value according to the angle of the surface normals (a normal is a vector perpendicular to the surface, ie. at a 90 degrees angle). If the normal point directly into the camera (meaning that the normal is parrallel to the camera direction) then the value is 100%, if the surface normal points perpendicularly to the camera, then the value is 0%. Between these two extreme angles you will have a gradient from 0 to 100 %.
many2
18th January 2006, 11:47 AM
some examples :
http://www.farinspace.com/sam/gall/flea1.jpg
http://www.dirtylogic.com/images/Screens/Membrane.gif
funkplastic
18th January 2006, 08:26 PM
thanks people for your suggestions! specially many2 suggestions:)
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