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I think that ISL lacks access to the parameters Galinette requested in order to simulate lens coating accurately. Oh, but you discussed the problem already !

I remember myself playing with peak spectrums in absorbtion, sss and phase functions and I happened to obtain a material looking like a coated glass, but it was more of an impression than something you want to reproduce and I lost the settings in these serial tests I was doing.

viewtopic.php?f=23&t=5576

You can use camera ratio mapping but this effect can be done with ISL for some time already... 2.4.3, if I refer to the special car paint comments from Galinette, in the DB:

http://www.indigorenderer.com/materials/materials/425

However I am not sure that blending supports shaders atm, hence his implementation I believe.

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Here is what I got so far.
Your material seems nice but quite long to render. I prefer not to go into sss and huge render times with eighteen pieces of glass in that lens, so I went on trying some material based on galinette's pearl. Basically just removing the sss and changing the IORs.
It's almost convincing, but only in a few specific lighting conditions, and the refraction doesn't look right at all...
Would be nice to use that camera ratio mapping, but I'm affraid ISL programming is way beyond my skills, so I guess I'll let it like that for now, to start working on the camera body.
In the meantime, if the devs wanna implement galinette's suggestions, or if someone wanna play with the igm, please be my guest :p.


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Okay I'll be back on this :)

@CTZn
Stumbled upon a minor issue though.
I reopened the scene, and as I wanted to render the camera with the lens hidden, I had that same problem :?

The test scene "hiddenInstanceBug" I provided now works indeed with mti last release, but my 5D scene got some additional "groups complexity" that may cause problems with those screws.
You can see that the ones inside the hidden "lens" group get rendered, as well as some instanced cubes, that don't even have instances in any other part of the scene.
(They don't get into the render if I hide the actual objects again inside the hidden group)
Here it is:


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Ah, ok. Thanks for the scene and for your enthusiasm Lemo, I'm on this !

edit: spotted the flaw. Oh that was trivial (one-worder), fixed, upping... done.

By the way, I like the lens render you posted !

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Thx for the fix, works fine.

Here is a charcoal sketch with glass/mlt :lol:


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Hey it's super tricky to get one well defined volume frome such a complex assembly. All pieces must interpenetrate clearly or remain at a distance, coplanarity is to be avoided. It's just a technical hint by the way, art must remain a free expression :)

Have fun !

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Fun with lasers


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Starting to get there


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Indeed !

May I suggest that you test for a non-circular aperture shape ?

Also give a try at smooth-subdividing some meshes (provided that they are not textured, until the next Indigo update). View-dependent parameters can give sort of a texture to otherwise smooth surfaces.

Great mod' so far Lemo !

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1st Place Winner
wow, good shot, pls show more !

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@CTZn
Yeah those parts need some smoothing...
I'm not getting great results with indigo smooth subdivs so far, it kinda look like the camera went into the oven or something ^^'
Also I guess I'm gonna have to apply some kind of slight bump to each part for a more realistic plastic.
But I'll be testing generated aperture shapes indeed !

@hcpiter
wow another comment from a non-mti user thanks :D


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Lemo wrote:
@CTZn
Yeah those parts need some smoothing...
I'm not getting great results with indigo smooth subdivs so far, it kinda look like the camera went into the oven or something ^^'
Ah... my bad. Yeah, I'm hoping that's part of the things fixed for the next Indigo release. Seems so.

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Hey CTZn I'm having some issues with bump, and probably normals, this seems to happen with non-square bumpmaps only.
Not saying non-square textures are the best, but that's still an issue I guess.
I don't think it's related to the mesh coz I got the same thing on a sphere.
Btw good point for modified maya shaders here (vs IndigoShader) for bump quick preview in maya renderer.
From left to right Maya Software, Indigo bump texture as bump, Indigo bump texture as color.


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Probably your bump map is too strong, by an order or two.

The final B value in the IGS should be around 0.001m. This means 0.1 in the UI with the default MtI scale (cm). You can use the bump depth as a multiplier for the bump value.

If you believe that the final meter value in the IGS is right then I'll review the recent changes with meshes.

The mesh on your picture is not using subdivisions, right ?

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2nd Place 100
... and remember to use 16bit bump maps...

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