Get feedback from others on your works in progress
-
StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Post
by StompinTom » Sat Jan 05, 2013 7:16 am
OnoSendai wrote:Trying out new glossy transparent with a SSS test.
Head model is the 'infinite head'.
Scattering coefficient is 1000, but it's still too low

Looks greasy
Would it be possible to have a play with that scene? Maybe a different light setup could show off the SSS a bit better?
-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Mon Jan 07, 2013 8:23 am
I have attached the head scene.
Render with single-directional path tracing.
Displacement could do with a bit of tweaking as mentioned by Zom-b.
You will have to download the head model + textures yourself and adjust the paths in the IGS file.
Get the data from
http://www.ir-ltd.net/infinite-3d-head-scan-released
-
Attachments
-
- sss_head_test.igs
- (11.45 KiB) Downloaded 285 times
-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Tue Jan 08, 2013 3:46 am
Trying out different displacement parameters:
b = 0.006, c = -0.003 (so that mid-grey is zero displacement)
texture exponent (gamma)=1.
-
Attachments
-

-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Tue Jan 08, 2013 7:17 am
it looks right.
mudbox and ZBrush use 50% grey as zero displacement, probably the authors of the head data went along with the standards.
obsolete asset
-
FakeShamus
- Posts: 512
- Joined: Wed May 02, 2007 11:34 am
Post
by FakeShamus » Tue Jan 08, 2013 9:48 am
thought I'd give this head a try - took a lot of tweaking to get the absorption working half way decent, it doesn't use any scattering. basically blended glossy transparent and phong. still a bit waxy I think... I'm attaching the .igm (sans textures) if anybody wants to play with it.
-
Attachments
-
- infinite head blend.igm
- (5.39 KiB) Downloaded 301 times
-

-

-
Voytech
- Posts: 236
- Joined: Thu Oct 06, 2011 8:57 am
Post
by Voytech » Tue Jan 08, 2013 10:05 am
Thats damn nice!
-
FakeShamus
- Posts: 512
- Joined: Wed May 02, 2007 11:34 am
Post
by FakeShamus » Tue Jan 08, 2013 12:02 pm
gave him a "skull" and added some sss to the skin material, now he's not so dead.
-
Attachments
-

-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Tue Jan 08, 2013 1:20 pm
FakeShamus wrote:gave him a "skull" and added some sss to the skin material, now he's not so dead.
Good stuff!
How did you do the skull?
-
FakeShamus
- Posts: 512
- Joined: Wed May 02, 2007 11:34 am
Post
by FakeShamus » Tue Jan 08, 2013 2:17 pm
OnoSendai wrote:Good stuff!
How did you do the skull?
Copied the head and scaled it down, trying to give it even space all around. then cut of the ears and nose and dug out some eye sockets. Made it a dark red diffuse. The SSS takes a long time to converge with this material, any tips to speed it up?
-
Zom-B

- Posts: 4701
- Joined: Tue Jul 04, 2006 4:18 pm
- Location: ´'`\_(ò_Ó)_/´'`
-
Contact:
Post
by Zom-B » Wed Jan 09, 2013 5:43 am
Here some Background Object for a Kitchen Scene I work on atm.
-
Attachments
-

Last edited by
Zom-B on Thu Jan 17, 2013 6:26 am, edited 2 times in total.
polygonmanufaktur.de
-
cotty
- Posts: 314
- Joined: Tue Aug 03, 2010 7:59 am
- Location: Germany
-
Contact:
Post
by cotty » Wed Jan 09, 2013 6:23 am
I've read about a simple trick to "fake" the front end textures of the board:
Use the same texture as for the side of the board, but flip and scale a lot...
Maybe you can use it here?
Is there a "getrennt" versio of the chair?

little gallery... http://unverzagt.biz/cottysgallery/
-
Zom-B

- Posts: 4701
- Joined: Tue Jul 04, 2006 4:18 pm
- Location: ´'`\_(ò_Ó)_/´'`
-
Contact:
Post
by Zom-B » Wed Jan 09, 2013 6:37 am
Hey cotty, good point about the texture, will do as suggested

The image of the chairs is a based on 2 renderings, so you could imagine how "getrennt" would look like ^^
polygonmanufaktur.de
-
zeitmeister

- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
-
Contact:
Post
by zeitmeister » Wed Jan 09, 2013 7:14 am
Sehr schön, ZomB!
-
Impulse
- Posts: 33
- Joined: Thu Feb 04, 2010 6:24 am
- Location: Berlin
-
Contact:
Post
by Impulse » Wed Jan 09, 2013 7:58 am
Die Petersilie fetzt

-
Mor4us

- Posts: 129
- Joined: Mon Mar 07, 2011 5:46 am
- 3D Software: Cinema 4D
-
Contact:
Post
by Mor4us » Wed Jan 09, 2013 10:26 am
the petersilie is awsome

already 2sided mats?
somehow the fabric on your chair still looks.... hypnotic...
maybe you could improve the texture to reduce/avoid the tiling
best regards
Who is online
Users browsing this forum: No registered users and 21 guests