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.
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
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