new material preview scene
Slobodan, I think you're model is fine. It may need a little tweaking, a background with some sort of example texture, and some renders of different materials to show it off, but it's fine.
Mine is just radiances one adjusted to show off SSS...
glass:
gold:
porcelain:
sss value 2:
Mine is just radiances one adjusted to show off SSS...
glass:
gold:
porcelain:
sss value 2:
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
I think that is pretty darn cool, Maluminas. Can you sort your normals and do some different material previews?
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
Yes, that one is really nice
But the "band" in the middle should be much smaller I think..
And also maybe make the foot alittle shorter (or the "leg" of the foot)
But that is one of the best candidates so far!
EDIT: Oh, Slobodan, Your's is awsome too! Would be even better if you cut out some of the lower part of the sphere and moves the footer up alittle bit
But the "band" in the middle should be much smaller I think..
And also maybe make the foot alittle shorter (or the "leg" of the foot)
But that is one of the best candidates so far!
EDIT: Oh, Slobodan, Your's is awsome too! Would be even better if you cut out some of the lower part of the sphere and moves the footer up alittle bit
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- Posts: 1
- Joined: Mon Feb 05, 2007 8:33 pm
A scene to preview the textures on it. i
Explanation on intentions:
I believe we have a lot to learn form the maxwell scene, but I too want to have a distiguished 3d shape for Indigo.
So, the overall shape is intended to look like a stilized "i", the base being the box, and the dot being the sphere on top.
A neutral material under the test material is quite important, to test transparency and glossy transparency. The sphere like shape is also important to view the material from all angles. I added the cube like shape beneath it so architects (like myself) may easily view plane textures as in a wall or floor.
I know it is not perfect, but i really want to help. (the model and lighting are also not perfect, i'm starting off at blender and indigo...)
Please comment, I might perfect it...
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
mrbadguyva --> I really like that one. It's simple and effective. I think you need to put it on a floor, something like here maybe?
whaat I think that is too complex. You dont really need that sphere do you?
Obvious things have been said before. The scene has to have the following to be ultimate (all goes with IF the material can have the property):
- Show SSS
- Show Sharp AND smooth edges
- Show Refraction + complex IOR effects cauchy stuff
- Show medium attuenation
- Show Reflection
- Show Caustics wavelength dependency
- Show Anisotropic textures (dont think indigo supports it yet)
- Show Texture tiling UV must repeat at least once
- Contain standardized light that amplifies the above
Start by using a white light, a textured ground plane, a prism, a sphere, something under the surface inside the sphere and go from there (that rhymes )
Thats it. Now go to work!
/ D
Obvious things have been said before. The scene has to have the following to be ultimate (all goes with IF the material can have the property):
- Show SSS
- Show Sharp AND smooth edges
- Show Refraction + complex IOR effects cauchy stuff
- Show medium attuenation
- Show Reflection
- Show Caustics wavelength dependency
- Show Anisotropic textures (dont think indigo supports it yet)
- Show Texture tiling UV must repeat at least once
- Contain standardized light that amplifies the above
Start by using a white light, a textured ground plane, a prism, a sphere, something under the surface inside the sphere and go from there (that rhymes )
Thats it. Now go to work!
/ D
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