Simple Renderings Thread
Re: Simple Renderings Thread
Hi Tar!
As you told you are using SketchUp, I'm more interested in the technique you used to create your ivy.
Can you please share the method? It's quite an interesting result for a sketchup model!
As you told you are using SketchUp, I'm more interested in the technique you used to create your ivy.
Can you please share the method? It's quite an interesting result for a sketchup model!
Re: Simple Renderings Thread
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Tar, if you're happy to share that would be great. Thanks for uploading the grass material too, works like a charm
Ignore the displacement glitches in the wall though....
Yes, I was wondering this too - I'm messing around with the Fur plugin and an ivy texture but I can't it to look right....Pibuz wrote:Hi Tar!
As you told you are using SketchUp, I'm more interested in the technique you used to create your ivy.
Can you please share the method? It's quite an interesting result for a sketchup model!
Tar, if you're happy to share that would be great. Thanks for uploading the grass material too, works like a charm
Ignore the displacement glitches in the wall though....
- zeitmeister
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Re: Simple Renderings Thread
Fantastic results, Bosseye!
And thank you very much for sharing, tar_gniK!
And thank you very much for sharing, tar_gniK!
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
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Re: Simple Renderings Thread
If you are referring to the foliage on the wall, this was done in a similar manner to the grass.
The difference with this is that plane on which I applied the texture was folded, bent and curved in a way which depicted something close to reality.
In addition, more than one plane was used. I combined one plane with the texture, with another. The second plane was rotated and skewed - making sure that the branches meet each other. As before, you create a component with the two planes combined.
In terms of using the Fur plugin, it was a bit of a lottery, because you need to rotate the planes WITHIN the component itself, because the Fur plugin reacts differently depending on the orientation of the axis within the component.
To apply it to the wall, again, I created a ridged surface, and to achieve a natural surface, I used the Randomize TIN plugin to create more organic plane in which to apply the component. This was smoothed, as before. I like it more with the gaps, rather than the whole plane to be filled with plantation.
The difference with this is that plane on which I applied the texture was folded, bent and curved in a way which depicted something close to reality.
In addition, more than one plane was used. I combined one plane with the texture, with another. The second plane was rotated and skewed - making sure that the branches meet each other. As before, you create a component with the two planes combined.
In terms of using the Fur plugin, it was a bit of a lottery, because you need to rotate the planes WITHIN the component itself, because the Fur plugin reacts differently depending on the orientation of the axis within the component.
To apply it to the wall, again, I created a ridged surface, and to achieve a natural surface, I used the Randomize TIN plugin to create more organic plane in which to apply the component. This was smoothed, as before. I like it more with the gaps, rather than the whole plane to be filled with plantation.
Re: Simple Renderings Thread
Hei Boss, it's a great plane what you have under your grass, is it displaced?Bosseye wrote:Ignore the displacement glitches in the wall though....
Thank you for the tut, tar!
Re: Simple Renderings Thread
Its just the 'stony ground' texture from the Indigo Material database - I've done nothing to it, so whoever made it gets all the credit!Pibuz wrote:Hei Boss, it's a great plane what you have under your grass, is it displaced?Bosseye wrote:Ignore the displacement glitches in the wall though....
Thank you for the tut, tar!
And yes, thanks to Tar - very useful stuff. You what I'm going to say now, any chance of posting the leaf material you have?
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Re: Simple Renderings Thread
http://www.indigorenderer.com/materials/materials/889
I've uploaded the material to the database.
I'm still wondering however, if SSS can be applied to materials of this nature.
I've uploaded the material to the database.
I'm still wondering however, if SSS can be applied to materials of this nature.
Re: Simple Renderings Thread
Sorry, completely ignored your question earlier - I'm afraid I don't know on that one. Someone will though, guaranteed. If its a burning issue, you could always make a fresh thread about it.tar_gniK wrote:http://www.indigorenderer.com/materials/materials/889
I've uploaded the material to the database.
I'm still wondering however, if SSS can be applied to materials of this nature.
Thanks for tutorial on leaves etc - works well enough for me I'm forever in your debt for telling me about the fur plugin..
Re: Simple Renderings Thread
I don't think SSS would work in these cases. The specular materials in Indigo are based on light traveling through a medium (as opposed to being reflected by an infinitely thin surface) so your geometry needs to define a volume for that medium.
Your grass and ivy look pretty stunning already without SSS!
Your grass and ivy look pretty stunning already without SSS!
- PureSpider
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Re: Simple Renderings Thread
You can always just use diffuse transmitter for "single layer SSS"
Be sure to have no volume then, however, only simple planes!
If you want it more opaque you can clend it with diffuse/phong.
Be sure to have no volume then, however, only simple planes!
If you want it more opaque you can clend it with diffuse/phong.
Re: Simple Renderings Thread
Here's one that is blended with a diffuse transmitter (89% diffuse transmitter) - Might be a little much for everyday grass but it depends on the scene. I find it works ok.
http://dl.dropbox.com/u/6928552/grass_f ... 89_35.pigm
First blend is for opacity, last is between phong and diffuse transmitter (fast sss) - the phong is useful for adding some reflection to the grass - roughness/smoothness is @ 35 (1.5 ior ), probably tweaked depending on the look you want - ie. wet grass
http://dl.dropbox.com/u/6928552/grass_f ... 89_35.pigm
First blend is for opacity, last is between phong and diffuse transmitter (fast sss) - the phong is useful for adding some reflection to the grass - roughness/smoothness is @ 35 (1.5 ior ), probably tweaked depending on the look you want - ie. wet grass
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Re: Simple Renderings Thread
Thanks Enslaver, looks really great.
Could you provide however, a step-by-step instruction on how to set a material like this up? Looking at the material in the editor, there seems to be a lot going on!
Could you provide however, a step-by-step instruction on how to set a material like this up? Looking at the material in the editor, there seems to be a lot going on!
- zeitmeister
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Re: Simple Renderings Thread
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
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