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[update] translucent tests - flesh & juice

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  • [update] translucent tests - flesh & juice

    Hi!

    Here's a flesh test after I tried boring 3D vray flesh material:
    (model is from 3d cafe or turbosquid, don't remember) Don't mind rendertimes as they are rendered while I was doing tons of other testrenders.





    Below are some juice tests in different lighting situations. No material settings were tweaked (at least not very much)! I took some pictures similar to these setups and juice comes out pretty good if I compare the renders with them. GI is ON everywhere.


    Skylight+vraylight(plane)+box with vraylightmaterial


    Skylight only


    Trying to recreate flashlight pointed at the glass+caustics (notice the artifacts at the edges)


    Same but no caustics (affect shadows for fog is on)


    Flashlight in low position+caustics


    Flashlight from the top (don't remember if I had caustics on here)




    Artifacts on the juices edge are usually because of lightmapping. I'm doing more test on how to get rid of the dark border around the juice edge (although it's also there in the real life, but not in such a weird way).

    Caustics seem to work much better than before! The max density parameter works great.

    wouter
    Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

  • #2
    Hi Flipside, nice tests!

    I love the juice shader... maybe it seemes a little too dense, but is only a feeling.

    Very interesting.
    Marco
    Workstation Core i7 6900 - 32GB RAM - GeF970
    Dual Xeon E5-2630 - 32GB RAM

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    • #3
      HI flipside,

      would you mind posting the settings or the scene ?

      i allways wanted to try this , but never found the time.

      Tom

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      • #4
        There are a lots of different juices, which all can look very very different. This one is a medium priced orange juice . Real fresh juice would be more orange, cheaper juice would be more transparant hehe.

        Here's the material settings. The reflect on backside and double sided option actually have no effect at all turned on or off. If you want another color, simply change the hue slider of the fog and adjust the saturation of it a little bit. The diffuse color can be anything, it has no effect because refraction is pure white.

        Notice how the glass/liquid is modeled (inner glass surface is removed where the liquid is)! This is important because when you model the liquid slightly larger than the glass innner surface, the juice gets much darker. This method also helps removing GI artifacts around the edge of the juice area.



        Adjust settings carefully because it's a very tricky material. You can go on for hours testing with it. Different glossy/fog multipliers/colors can have the same visual result.

        But this material works quite well under very different light setups, and only thing to change for color adjustment is the fog! That was my initial goal when trying to create this material.

        I can't give you the scene though...

        The flashlight is a very bright spotlight with inverse square falloff.

        If you don't have many glasses behind each other, lower the max refraction depth and use the exit color to make the material lighter/darker, this will save some rendertime and is the easiest way to adjust the brightness (because fiddling with the fog color and multiplier gets you lost, I mean it gets me lost )
        Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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        • #5
          great work flipside! I love messing around with SSS materials. Too bad vrays SSS is so slow...
          ____________________________________

          "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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          • #6
            I particulary like the low flashlight version

            nice work
            You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.

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            • #7
              here's one with different colors:



              Rendertimes go crazy on this one. This is with store wit IR map for the vraylight turned on. When I turn this off, rendertime is 3h50min... (at this resolution!).
              Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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              • #8
                Wouha,

                your last picture is fantastic !

                Vince
                Architecture & design Sàrl
                global solution for architecture
                www.architecture-design.ch

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                • #9
                  I'm thirsty now

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                  • #10
                    me too. damn you. mmm. the green one looks interesting.

                    ---------------------------------------------------
                    MSN addresses are not for newbies or warez users to contact the pros and bug them with
                    stupid questions the forum can answer.

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                    • #11
                      Maybe put some candles with aura in between ....


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                      • #12
                        Thats pretty damn cool!!!

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                        • #13
                          Hi Flipside,

                          WOW... that's really Cool!!

                          Just rendertimes are really ... .. but i see that u used 20 glossy refraction subdivisions . Considering that is juice... maybe lowering that value could help.

                          Marco
                          Workstation Core i7 6900 - 32GB RAM - GeF970
                          Dual Xeon E5-2630 - 32GB RAM

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                          • #14
                            Hey tutan,

                            I'm also using QMC AA, so going as low as 4-8 like you would do with adaptive subdivision AA is not a good idea. In fact, 8 subs for example render slower than 20 with QMC AA in most cases

                            The effect on rendertime with lower glossies is less with adaptive QMC AA as with adpative subdivision AA.

                            I also used 0.001 for qmc threshold, for maximum AA quality on the glass. I guess this is just a very heavy scene, there's nothing but reflections & refractions & glossies & translucency Not to forget GI, I have refraction GI caustics turned on which doensn't make it easier I think...
                            Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                            • #15
                              was going through my hard drive and came across this old pic i did when 3s was making its early steps in vray. just a hand i found somewhere was so long ago i cant remember. it wasnt human hence the spikes. and i got a set of bones to add in from somewhere too


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