oh no ! more experiments !

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mrCarnivore
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Post by mrCarnivore » Wed Aug 08, 2007 8:34 pm

absofu..inglutely amazing!!

could you share the leaf-material with us, or did you put too much work into it to give it away?

how did you manage to unwrap the sphere? I was never really succesful with that...

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drBouvierLeduc
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Post by drBouvierLeduc » Wed Aug 08, 2007 9:41 pm

Hey, thanks for all your comments.
I will share the leaf material and the model, no problem. I'm just making a few more tests before, because you're right, for the moment it doesn't make it. You're very welcome if you want to have a look and give a hand.
The leaf should not look transparent, but rather translucent (see pictures below to see what I'm trying to achieve), and I think it's just a matter of sss settings.

Actually the leaf is not flat, but entirely modelled, so I 'm not sure I can use a diffuse transmitter material... (can I ?)

Well, once I get a proper material, I'll make some tutorial.
Attachments
leaf-example.jpg
real world example of what I'm trying to achieve
leaf-example.jpg (81.37 KiB) Viewed 3877 times

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drBouvierLeduc
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Post by drBouvierLeduc » Wed Aug 08, 2007 9:48 pm

@MrCarnivore : to unwrap a sphere, there are two easy ways in blender :
- side view, unwrap -> cylinder from view.
- top view, unwrap -> sphere from view.
If you're not using blender... well, you should !

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Kram1032
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Post by Kram1032 » Wed Aug 08, 2007 9:52 pm

You can use the diffuse transmitter, if you blend it with SSS - a fake textured SSS method :D

works great with rubber duckies

Deus
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Post by Deus » Wed Aug 08, 2007 11:13 pm

Why cant I model like that? :(

BbB
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Post by BbB » Wed Aug 08, 2007 11:20 pm

Docteur, it's perfectly fine to use diffuse transmitter on closed volumes. I find it a great alternative to sss and much, much faster. Plus, it will make 100 per cent sure that you do not see the outline of far-away objects through your material, as can often happen with SSS, without hours of testing. Diffuse transmitters also work great when merged with phongs. In fact, I think it would be probably the best way to create a leaf material.

Have a look at these threads: http://www.indigorenderer.com/joomla/fo ... php?t=2146
http://www.indigorenderer.com/joomla/fo ... php?t=2159

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OnoSendai
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Post by OnoSendai » Wed Aug 08, 2007 11:21 pm

yup, what he said :)

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drBouvierLeduc
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Post by drBouvierLeduc » Wed Aug 08, 2007 11:46 pm

@BbB+Ono : Thanks very much, trying right now !

edit : But... where the hell are diffuse transmitters in blendigo ? (Please don't tell me I have to hand-edit xml...)
edit 2 : found it !

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Kram1032
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Post by Kram1032 » Wed Aug 08, 2007 11:54 pm

xD
I wasn't aware, that you don't know blendigo, as one can know it xD

StompinTom
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Post by StompinTom » Thu Aug 09, 2007 1:41 am

i thought thats what the scattering coefficient does? the higher that is, the more diffuse the transmission = the more 'blurry' the shadows of objects behind your object. so wouldnt it make sense to just jack up your scattering to a few thousand?
<runs off to test own bullet-ridden theory>

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zsouthboy
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Post by zsouthboy » Thu Aug 09, 2007 2:03 am

Two things:


:shock: :shock: :shock: :shock:

I like how these are your "test" renders, yet they put most everyone else's final renders to shame! :)


Next,

Diffuse transmitters in blendigo:

Click "transparent" button, on the diffuse material. (same place it is for specular) That's it!

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drBouvierLeduc
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Post by drBouvierLeduc » Thu Aug 09, 2007 2:33 am

StompinTom wrote:i thought thats what the scattering coefficient does? the higher that is, the more diffuse the transmission = the more 'blurry' the shadows of objects behind your object. so wouldnt it make sense to just jack up your scattering to a few thousand?
<runs off to test own bullet-ridden theory>
Yes I think you're right. But it seems the render time grows exponentially when increasing that value. I use something like 65 (it's the sss "gain" value in blendigo, right ?)
Anyway I'm done with my tests for the moment, I'll post the model + materials very soon.

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drBouvierLeduc
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Post by drBouvierLeduc » Thu Aug 09, 2007 7:49 am

After further tests, I finally have 3 different leaf materials. Here I need your opinion on wich one looks the most accurate.
Also, feel free to download the model and play with the materials (see attachements to this post)
When I'm sure the material is ok (blink --> Ono !), I'll make a proper and more generic tutorial probably.

Here is what the model looks like. The leaf is approx. 40 cm tall (important for sss).
According to the amount of leaves you plan to use, you probably won't need such a detailled model though.

Image

Then the materials.
If you use a plain basic material, like phong, sss and diffuse transmiter, it doesn't make it so I tried different blendings.

Phong + SSS
Image

Phong + diffuse transmiter
Image

Phong + SSS + diffuse transmiter
Image


And those are the 3 basics materials : phong, green sss and diffuse transmitter
Image
Attachments
leaf - igs + textures.zip
igs file, textures and xml materials
(3.69 MiB) Downloaded 280 times
leaf - blend file.zip
blender file
(3.35 MiB) Downloaded 260 times
Last edited by drBouvierLeduc on Thu Aug 09, 2007 8:09 am, edited 1 time in total.

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manitwo
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Post by manitwo » Thu Aug 09, 2007 7:57 am

WOW!

The "Phong + SSS + diffuse transmiter"-version look the best imo.
Great modeling, amazing materials, subtle but beautiful dof, nice mood and kickass render doc. respect.

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Kram1032
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Post by Kram1032 » Thu Aug 09, 2007 8:57 am

AMAZING!

I agree, with manitwo, trible-blend's quite real. - Although: the first version, without diffuse transmitter looks nearly the same....

Which one was faster? 1 or 3?
Use the faster one - they're as good as the same. :)

*photoshoping to see difference*

Edit: A test, like in your "real life" test pic, wouldn't be bad - something behind it, to see, how translucent / galertish it is, for real :)
Edit 2:
Attachments
leaf_difference_check.png
leaf_difference_check.png (230.08 KiB) Viewed 3696 times
Last edited by Kram1032 on Thu Aug 09, 2007 9:22 am, edited 1 time in total.

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