Get feedback from others on your works in progress
-
Oscar J

- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Post
by Oscar J » Wed Jun 01, 2016 7:16 am
Hehe cool, nice caustics! Needs to cook for a little longer though, also I believe that second pic isn't in full size?
-
arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Post
by arc en ciel » Wed Jun 01, 2016 10:13 am
image updated for ray version : logo look better
gpu rendering
kodakchrome 64 and 25 tonemapped

Zbrush and fibermesh test
-
arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Post
by arc en ciel » Sat Jul 02, 2016 12:23 pm
hello
playing with sloppy coating ISL, I found a way to have a result like AO effect or solarize in a certain way
I try the code in exponent when coupled with phong, in sigma when coating is coupled with oren nayar
Code: Select all
def eval(vec3 pos) real :
let
c = clamp(meanCurvature(), 0, 1000)
z = normalWS().z * 0.15
z2 = z * z
in
if (z > 0, z, z2) * (noise01(pos))+ (c * (0.5/512))
Original code by fused
-
Attachments
-
- solarizeMetalExponent.igm
- (2.54 KiB) Downloaded 240 times
-

-

-
pixie

- Posts: 2345
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
-
Contact:
Post
by pixie » Sat Jul 02, 2016 9:36 pm
arc en ciel wrote:image updated for ray version : logo look better
gpu rendering
kodakchrome 64 and 25 tonemapped

Zbrush and fibermesh test
it remind me of a kind of puppets we used to make with paper!.
-
Attachments
-

-

-
Zalevskiy
- Posts: 254
- Joined: Thu Jul 16, 2015 12:36 am
- Location: Underwater
- 3D Software: Blender
Post
by Zalevskiy » Thu Jul 07, 2016 4:13 pm
del
Last edited by
Zalevskiy on Fri May 28, 2021 5:18 pm, edited 2 times in total.
-
FakeShamus
- Posts: 512
- Joined: Wed May 02, 2007 11:34 am
Post
by FakeShamus » Tue Jul 26, 2016 2:37 am
first time adding something to this epic thread!
I started this as a trial for this quartz material, then realized the effect had a lot to do with how the object was modeled, so that became a whole different set of things to work out. it took a long time to clear up, but the result is not bad!
-
Attachments
-

-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Tue Jul 26, 2016 2:49 am
wow amazing, how did you do it?
-
FakeShamus
- Posts: 512
- Joined: Wed May 02, 2007 11:34 am
Post
by FakeShamus » Tue Jul 26, 2016 3:20 am
the material is just glossy transparent, with fbm noise controlling the roughness and absorption layer color. the bump is ISL noise too. but I had to "crack" the shard in order for the bottom section to get interesting. so I made a rough-looking plane in blender and gave a it a tiny amount of thickness, then used it to do a difference boolean on the shard a bunch of times. so it went from a very simple model to a pretty complex one real quick.
-
Originalplan®
- Posts: 757
- Joined: Sat Sep 26, 2015 8:58 pm
- 3D Software: Cinema 4D
-
Contact:
Post
by Originalplan® » Tue Jul 26, 2016 7:46 am
FakeShamus wrote:first time adding something to this epic thread!
I started this as a trial for this quartz material, then realized the effect had a lot to do with how the object was modeled, so that became a whole different set of things to work out. it took a long time to clear up, but the result is not bad!
So cool!Good work!
-
arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Post
by arc en ciel » Tue Jul 26, 2016 10:06 am
FakeShamus wrote:... from a very simple model to a pretty complex one real quick.
Smashing

-
arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Post
by arc en ciel » Sat Jul 30, 2016 5:39 am
sorry for double post
my first image with ies profile
-
Attachments
-

-
arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Post
by arc en ciel » Fri Aug 05, 2016 6:49 pm
a car painted with ISL, a coating with phong in substrate using cartoon contour code mixed with noise in Color channel,
(clouds by CTzN), 2 scatters
Code: Select all
def eval(vec3 pos) vec3 :
let
line = (minCosTheta() < 0.015) || (meanCurvature()< - (pi() * 9.0))
in
vec3(
noise(meanCurvature() * 0.7),
fbm(meanCurvature() * 0.005,5),
noise(meanCurvature() * 0.003)
)
+
vec3(line ? noise01(0.001) : noise(0.05))
-
Attachments
-

Who is online
Users browsing this forum: No registered users and 34 guests