sss+ibl

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domparis
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sss+ibl

Post by domparis » Tue Feb 06, 2007 7:27 am

Hi, just playing with hdri ligthing, reexposed and noise removal in ps from the exr file.

Image

Need to change the ior of the "bubbles" to get a more brighter spec

Cheers
Dom

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Kram1032
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Post by Kram1032 » Tue Feb 06, 2007 12:10 pm

nice pic through

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CTZn
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Post by CTZn » Tue Feb 06, 2007 1:23 pm

yes the material is interesting

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Kram1032
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Post by Kram1032 » Tue Feb 06, 2007 1:38 pm

The only thing, which could be better on the materials, is the stand.
It doesn't look like metal, but like plastic coloured silver.
But this may be the purpose...

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domparis
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Post by domparis » Wed Feb 14, 2007 3:52 pm

Thanks for reply !!

@Kram1032 : Yes due to modeling style i tried to get a sort of metalized plastic like, next time i'll try to make some bump to simulate the mold cut (don't know the exact term)

Cheers
Dom

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afecelis
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Post by afecelis » Wed Feb 14, 2007 4:23 pm

Nice Image! Very futuristic. 8) (or should I say, retro :? )
Domparis, would you mind sharing your xml materials? :wink:
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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domparis
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Post by domparis » Wed Feb 14, 2007 5:03 pm

Thanks afecelis, i just try a MOI generated object to test the obj support, no design in mind, i think it just an abstract style :)

here the xml code and an already old variant render with some fix (render in v0.7t3):

Code: Select all

<medium>
      <name>mGreenSSS</name>
      <precedence>15</precedence>
      
      <basic>
         <ior>1.2</ior>
         <cauchy_b_coeff>0.0000</cauchy_b_coeff>
         
         <absorption_coefficient_spectrum>
            <rgb>
               <rgb>8.5 0.3 8.5</rgb>
            </rgb>
         </absorption_coefficient_spectrum>
         <subsurface_scattering>
            <scattering_coefficient_spectrum>
               <uniform>
                  <value>5</value>
               </uniform>
            </scattering_coefficient_spectrum>
            
            <phase_function>
		<uniform/>
            </phase_function>

         </subsurface_scattering>
      </basic>
   </medium>

   <material>
        <name>greenSSS</name>
        <specular>
           <transparent>true</transparent>
           <internal_medium_name>mGreenSSS</internal_medium_name>
        </specular>
   </material>
Image

Cheers
Dom
Last edited by domparis on Wed Feb 14, 2007 5:43 pm, edited 1 time in total.

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afecelis
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Post by afecelis » Wed Feb 14, 2007 5:39 pm

whoa! nice! thanks to you too for the material Domparis. Testing it out now. Did you use a glossy transparent for the other part of the material? Could you also post your second part?

thanks in advance! :D
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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domparis
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Post by domparis » Wed Feb 14, 2007 5:45 pm

No prob, i have updated the code, no glossy_transparent here.

Dom

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afecelis
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Post by afecelis » Wed Feb 14, 2007 5:48 pm

wow! very generous of you! thanks domparis. Please show us some more!
regards,
Alvaro :D
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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Kram1032
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Post by Kram1032 » Thu Feb 15, 2007 1:31 am

That's much better^^
The bubbles are very bright now...
Maybe already too bright...
But it looks awesome ;)

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