MayaToIndigo material presets
MayaToIndigo material presets
quick render, ruined by mspaint. anyway, I rendered the blinn and phong presets.
(the lambert ones were not very interesting to look at, and the phongE ones didn't work).
(the lambert ones were not very interesting to look at, and the phongE ones didn't work).
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- mtiPresets.JPG (69.07 KiB) Viewed 3574 times
couple of things to note...
1. the amethyst used to be green.
2. coke isn't very dark
3. smokeAir has cauchy_b enabled? how come we can't see the caustic through it???
4. stretched rubber apparently would benefit from a scratchmap
i think 1+2 may be my fault - i'll compare with an earlier revision tomorrow.
EDIT: oh, amethyst is supposed to be light purple? perhaps i fixed it
(btw, the lambert presets are
A. whitewall = simple diffuse white
B. 40W bulb @ 4800K
and the phongE are
A. funkyFloor (requires a decent blendmap)
B. mti_mtiKeyDescription --- ??? )
1. the amethyst used to be green.
2. coke isn't very dark
3. smokeAir has cauchy_b enabled? how come we can't see the caustic through it???

4. stretched rubber apparently would benefit from a scratchmap
i think 1+2 may be my fault - i'll compare with an earlier revision tomorrow.
EDIT: oh, amethyst is supposed to be light purple? perhaps i fixed it

(btw, the lambert presets are
A. whitewall = simple diffuse white
B. 40W bulb @ 4800K
and the phongE are
A. funkyFloor (requires a decent blendmap)
B. mti_mtiKeyDescription --- ??? )
Great, Dougal!
Is it possible to add a scale to the scene?
Can you post the scene then, in the PM perhaps?
I'll add a mirror to the blinns.
For some materials, we have to use the texture maps:
As the presets can execute mel.commands, maybe I'll try a preset that
adds the custom texture attributes directyl, like mtiLeather_addTextureMap, but that's for later.
If someone finds the time, he can grab the Maxwell Presets from one of the forums here and make lambert presets with them.
Is it possible to add a scale to the scene?
Can you post the scene then, in the PM perhaps?
I'll add a mirror to the blinns.
For some materials, we have to use the texture maps:
As the presets can execute mel.commands, maybe I'll try a preset that
adds the custom texture attributes directyl, like mtiLeather_addTextureMap, but that's for later.
If someone finds the time, he can grab the Maxwell Presets from one of the forums here and make lambert presets with them.
the reason, why the caustics of the smoky air don't look through the glass, is, that these are very rare paths - it will take forever
AND, even worse, there is heavy chromatic dispersion going on, which leads even more rays to be killed 
It looks pretty cool, but it doesn't look realistic at all.
The IoR is far too high for air and the cbc, if noticeable at all, is FAR weaker.
Therefore, your water completely lacks of those values...
If those spheres are all 1m diameter, you definitely have all the transparent values far too weak.
http://en.wikipedia.org/wiki/Amethyst for the Amethyst. look! They're all purple, even if weak, in some cases.... but still: none of those pics shows anything close to the size of a 1m diameter sphere and *all* of them at least have *slight* colours!


It looks pretty cool, but it doesn't look realistic at all.
The IoR is far too high for air and the cbc, if noticeable at all, is FAR weaker.
Therefore, your water completely lacks of those values...
If those spheres are all 1m diameter, you definitely have all the transparent values far too weak.
http://en.wikipedia.org/wiki/Amethyst for the Amethyst. look! They're all purple, even if weak, in some cases.... but still: none of those pics shows anything close to the size of a 1m diameter sphere and *all* of them at least have *slight* colours!
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