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"Eve" shader from the movie Wall-E. advice

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  • "Eve" shader from the movie Wall-E. advice

    Hi
    I am trying to recreate the "Eve" shader from the movie Wall-E.
    http://www.madeofawesome.net/images/...ve_captain.jpg
    http://www.gfxwallpapers.com/images/...bS-190884.jpeg
    http://www.slashfilm.com/wp/wp-conte...es/evescan.jpg
    http://z.about.com/d/kidstvmovies/1/0/B/H/W-117.jpg

    This is what i have so far. FastSSS2/Marble preset with minor changes.
    http://www.500mills.com/test.jpg

    Any advice how to make it would b much appreciated.
    Heres the scene file:
    www.500mills.com/upload.rar

    Thanks
    E

  • #2
    Looks great. Eve has some sharp edges. That's where you can see the sss better.
    Nils Poetoehena
    3D Visualiser
    www.demanufacture.org
    www.gielissen.com

    Comment


    • #3
      Thanks for the reply. I think the problem i am having is making the white more white, without changing the lighting. Also if u look at the reflection the "specular highlights"? They seem small and i think this makes it look more shiny/clean. Don't know how to get that look. Testing the IOR and reflection depth now.

      small "specular highlights":
      http://www.gfxwallpapers.com/images/...bS-190884.jpeg
      Thanks
      E

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      • #4
        One think you should notice.

        Eve's geometry is double geometry. There is that outside sss plastic and
        then same geometry pushed in to be inside geometry. I think that one
        doesn't have sss at all.

        The distance between cover and base mesh is about 2-3 cm or something
        like that.
        Lasse Kilpia
        VFX Artist
        Post Control Helsinki

        Comment


        • #5
          Thanks i will try that.
          E

          Comment


          • #6
            Originally posted by LarsSonparsson View Post
            One think you should notice.

            Eve's geometry is double geometry. There is that outside sss plastic and
            then same geometry pushed in to be inside geometry. I think that one
            doesn't have sss at all.

            The distance between cover and base mesh is about 2-3 cm or something
            like that.
            Did you read that somewhere? I'm curious how you came to that conclusion.
            ____________________________________

            "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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            • #7
              For the highlights to show up it's important have a good hdri or a well stacked scene.
              I've tested it with commercial HDRI's and the SSS became more obvious.

              I cranked up some settings. Here's my attempt.

              scene:
              http://demanufacture.org/3D_stuff/test_nils_p.zip
              Attached Files
              Nils Poetoehena
              3D Visualiser
              www.demanufacture.org
              www.gielissen.com

              Comment


              • #8
                I am not sure, i don't think it was done like that. Sounds like a mission, extra work if u think about the rigging and animation..
                I saw the movie recently and it blow me away, i cant get over that shader
                E

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                • #9
                  Originally posted by percydaman View Post
                  Did you read that somewhere? I'm curious how you came to that conclusion.
                  Last year in Nordic TD Forum, Danielle Feinberg from Pixar
                  was talking of lighting, shading and rendering in Wall-E.
                  She told how they made Eve shader too and how they
                  used double geometry to get that look.

                  Like having skin and bone, but this time translucent plastic and base material.
                  Lasse Kilpia
                  VFX Artist
                  Post Control Helsinki

                  Comment


                  • #10
                    I just watched wall-e with my 4 year old son yesterday and as I was watching it there are a few scenes where you can clearly see the double geometry (if you are looking for it). When EVE is close to the camera yo can see a clear layer getting reflections, highlights, etc and then just below it a white layer with what looks like sss. I don't see this in the shots you posted so it must be others. If I remember correct it's some of the ones that focus in on her eyes.
                    www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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