Announcement

Collapse
No announcement yet.

I need a little help with this pasta material...

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • I need a little help with this pasta material...

    Hi,


    I'm tryng to get this pasta material as real as possible... this is what i have ''not real'' and the ''real'' is what i'm aiming for, i'm using a vrayfastsss2, thank for any tip for improvement.

    Greetings
    Orlando Nóbrega

    Click image for larger version

Name:	real.jpg
Views:	1
Size:	139.8 KB
ID:	872237 Click image for larger version

Name:	not real.....jpg
Views:	1
Size:	109.6 KB
ID:	872238

  • #2
    For starters you could use some texture on your 3d ones.
    Dusan Bosnjak
    http://www.dusanbosnjak.com/

    Comment


    • #3
      I'd say your yellows are not orange enough and need more vibrancy. There's a falloff type of shadow/reflection which the edges turn more dark orange in the shadows. Also, overall the color is too uniform - you need to add some yellowish/orange clouds either in the material or in a texture map. Also, a very subtle fresnel reflection might help. The ends of the pasta also turns white in certain areas where they were cut. This might require two separate texture maps - one for the caps/ends and another for the bodies.

      Technically, there's a very subtle SSS going on - but I wouldn't bother with SSS as I think you can get away with a plain texture map.
      LunarStudio Architectural Renderings
      HDRSource HDR & sIBL Libraries
      Lunarlog - LunarStudio and HDRSource Blog

      Comment


      • #4
        thanks a lot for the tips!

        Greetings
        Orlando Nóbrega

        Comment


        • #5
          if you have nice uvs on them, do a gradient ramp with a falloff from the core to the sides, then another from the tips, making them brighter. Play around with those colors, you can get a closer feel of the real ones that way, but also texture as been pointed out already. SSS is cool too, I would definitely try that first, if fails, go faky way.
          Dmitry Vinnik
          Silhouette Images Inc.
          ShowReel:
          https://www.youtube.com/watch?v=qxSJlvSwAhA
          https://www.linkedin.com/in/dmitry-v...-identity-name

          Comment


          • #6
            and use reactor to manage the collisions
            Philippe Steels
            Pixelab - Blog - Flickr

            Comment


            • #7
              The number one difference between the two images, IMHO, is random variation.

              I would chamfer the sharp corners and add a subtle noise mod to each noodle; randomizing the values for each one.

              Make all the noodles copies or references with a unique mods above the simple straight noodle. Then randomize the bend angles and nose values. With a tiny bit of maxscript you can easily add random values to the objects' modifiers:

              Code:
              (
              for i in selection do
              (
                  i.modifiers[#Bend].angle = (random 15 50)
                  i.modifiers[#Material].materialID = (random 1 10)
                  i.modifiers[#Noise].strength = (random [0.1,0.1,0.1] [0.3,0.3,0.3])
              )
              )
              In all practicality, you probably only need about ten different noodles. Their random positions and rotations will take care of the rest.

              Then following the other comments, get one material dialed in the way you like. Then make 5-10 copies of the material and vary some of the procedural properties. A great way to do this is to use a mulitSub MAP instead of making multiple materials. Grant Adam has a freebee called MulitID map. The one that ships with 2010+ does not seem to be compatible with VRay :-\

              Add the MultiID map in the diffuse, for example, and add several subMaps with different settings.

              If you're on subscription, use the new PhysX dynamics to drop the noodles into the bag. It's a bit easier to set up than reactor.

              Comment


              • #8
                Thanks a lot everyone! for the help

                Greetings
                Orlando Nóbrega

                Comment


                • #9
                  If you're on subscription, use the new PhysX dynamics to drop the noodles into the bag. It's a bit easier to set up than reactor.
                  i sepent 2days on reactor but the result was very bad... it almost drove me nuts... (the problem is me not the program...) i gave up and made it by hand :P... unfortunatly i´m not on subscription.... so no PhysX dynamics.

                  Greetings
                  Orlando Nóbrega

                  Comment


                  • #10
                    Hey jonahhawk, I learned many things reading your post. Thank you very much.

                    To the OP, reactor isn't so complicated, just persevere. Can't wait to try the new PhysiX, didn't knew it was an addition
                    Philippe Steels
                    Pixelab - Blog - Flickr

                    Comment


                    • #11
                      Physx for all...

                      http://developer.nvidia.com/object/p...c_plugins.html

                      Comment

                      Working...
                      X