Thursday, 12 June 2014
Next...
Since I've finished UNI now i thought i'd continue using this blog for whatever RSL i continue with rather than scatter any information i gather
Thursday, 1 May 2014
Tuesday, 29 April 2014
Final Renders
And here are the all of the final renders, added a bit of motion blur for fun in nuke, and a few small color corrections.
Animation of the secondary effect
I created a shader that was capable of detecting nearby objects and creating cracks underneath it. The effect here is subtle but it like any displacement and can be multiplied for a stronger effect
Sunday, 27 April 2014
Preview of Secondary Effects
For the secondary effects for the shader assignments i have created a shader that can displace itself based upon its proximity to other objects. I chose the voronoi pattern to stay in line with the cracks i first wanted, and here is a preview render of the effect on the ground plane
Friday, 25 April 2014
Shader Display
A Render of the shaders with displacement and the same without
Clear Marbles
Frosted Marbles
Monday, 21 April 2014
Displacement Tests
Playing with varying the voronoi cracks with different noises. The shadows vary because i was editing the glass shader too
Sunday, 20 April 2014
Same Render, Clear Glass
I re-rendered the marbles but with only clear glass this time and it looks much better.. i think i need to edit how the primvars are set, so if frost is enabled the frequency is high enough to get the right effect because low frequency just produce wavy reflections.
Ave showing this video to a few people, it has been noticed that the textures under the glass came appear as though they are swimming rather than stuck to the object, so i might have to lower the IOR to get rid of this.
Ave showing this video to a few people, it has been noticed that the textures under the glass came appear as though they are swimming rather than stuck to the object, so i might have to lower the IOR to get rid of this.
Saturday, 19 April 2014
A Preview Animation
I've rendered out a 4 second animation just to see how the glass looks with some prim vars to randomize it, and right now, i had the frosted glass set to a prim var so some of the marbles looks more blurry than others, but really the frequency of the frost should have been higher when turned on. Other than that, its looking pretty good, and even the transparent shadows are working, but the colors don't seem to match the shader to well right now.
Next ill add the collision effects to create some cracking where the marbles collide
Next ill add the collision effects to create some cracking where the marbles collide
Wednesday, 16 April 2014
Transparent Shadows
I have now got the shader to incorporate the surface pattern into the transparent shadow. The colors are a bit off but the pattern is definitely getting picked up.
Tuesday, 15 April 2014
Physically Plausible Glass
I found a post online that presented a way to create a physically plausible glass shader that had been converted from vex to c++, and after some editing and tweaking to speed up the execution as some variables were either wrong, or simply not needed and just causing overhead. here are the results using the cook Torrance spec against a normal spec call.
Next will be to achieve colored shadows, and then i have all of the components needed for physically plausible marbles
Next will be to achieve colored shadows, and then i have all of the components needed for physically plausible marbles
Sunday, 13 April 2014
New BRDF's
Ive created the cook torrance function in RSL and the results are very nice
So now i have combined the cook torrance specular model with the oren nayer diffuse model and the combination works quite well
Oren Nayer Alone
Oren Nayer and Cook Torrance
Saturday, 12 April 2014
Prim Var Uitility
I Created a quick little UI and script to manage the creation of prim vars on both 3Delight and Renderman. It allows the creation of string, color, and float variables, with any naming and random range. It can also specify a texture name when using the string data type for random textures
Using Primvars For Proceduralism
Here are some renders using primvars to vary a few of the attributes on a shader to create a range of textures, using only 1 shader. This is through using python scripts to create attributes on the objects following a certain naming convention to connect the attribute values to the shader values
Without Primvars - Same frequnecy and colors
With Primvars - Varied Pattern Frequency and color variation
I Will make a quick tool to make creating these primvars a bit easier that running separate scripts
Thursday, 10 April 2014
New BRDFs
After working through more of the Renderman Shading Guide, i managed to create 2 more BRDFs
Oren Nayer
Seeliger
Both are diffuse models which resemble the lambertian model with subtleties in how the light is calculated when hitting the surface
Wednesday, 9 April 2014
Syntax Highlight for RSL
I just finished the lexer for the RSL highlighting of datatypes and function. It helps make the code much more readable, and see which variables are my own and which belong to RSL which can stop me using RSL keywords for functions and variables
Tuesday, 8 April 2014
SSS & Different Materials
I found a way to fake SSS by creating a first layer with one kind of BRDF and a second layer using modified P and N variables when creating the surface shader. After that i set P and N to their original values before finishing the surface shader the calculations. Here are some of the results
Layer 1 - Glass IOR 1.5
Layer 2 - Glass IOR 1.2 - Vornoi Pattern
Layer 1 - Glass IOR 1.5
Layer 2 - Glass IOR 1.2
Layer 1 - Plastic
Layer 2 - Plastic - Basic Noise Pattern
Layer 1 - Glass - IOR 1.5
Layer 2 - Plastic - Basic Noise Pattern
Layer 1 - Glass - IOR 1.2
Layer 2 - Glass - IOR 1.5- Basic Noise Pattern
Layer 1 - Glass - IOR 1.3
Layer 2 - Constant Shading - Voronoi Pattern
Layer 1 - Glass - IOR 1.2
Layer 2 - Glass - IOR 1.5 - Voronoi Pattern
Layer 1 - Glass - IOR 1.2
Layer 2 - Plastic - Voronoi Pattern
Saturday, 5 April 2014
Voronoi Displacement for Cracks
Got the displacement working, and with some playing with values, its possible to get some nice cracked effects, here are some pictures on clear glass and patterned glass
At the moment the displacement is causing artifacts because the displacement is not at a high enough resolution, but i still have to find the command that lets me change this.
At the moment the displacement is causing artifacts because the displacement is not at a high enough resolution, but i still have to find the command that lets me change this.
Pragma Annotations in 3Delight
I've recently found the way to group and rename my shader parameters so in Maya the controls are more intuitive and have more readable and sensible naming. It's through the use of pragmas in the .sl file. 3Delight take these calls and uses them to create different gadget controllers and names for the controllers.
The left image is how 3Delight produces the parameters with no settings applied, and the right shows how the grouping, naming, and controllers can be modified to be more usefull.
The left image is how 3Delight produces the parameters with no settings applied, and the right shows how the grouping, naming, and controllers can be modified to be more usefull.
Voronoi and noise applied to glass
Been working on the glass shader, using the relfect and refract calls, with some nice results, but increaed render times not raytracing is being used.
After that i managed to combines the voronoi, and voronoi mixed with Fractional Brownian Motion to get some nice procedural patterns.
After that i managed to combines the voronoi, and voronoi mixed with Fractional Brownian Motion to get some nice procedural patterns.
Next will be to try and use the voronoi pattern as a displacement to simulate the cracks
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