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Grant Warwick- Mastering Vray: Material Ideas Needed.

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  • Handcraft metal enamel.
    It is tricky due to :
    Lot of transparency layer (copper based metal enamel used in jewellery items). Some can get up to 20 baked enamel layers
    Soft bump visible only at the refraction/reflexion with tangential angle camera. Such bump are not visible in perpendicular view.

    Even photographer fear this material, so it may not be just a shader problem!
    Click image for larger version

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    • All good bro
      admin@masteringcgi.com.au

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      • Originally posted by fraggle View Post
        Handcraft metal enamel.
        It is tricky due to :
        Lot of transparency layer (copper based metal enamel used in jewellery items). Some can get up to 20 baked enamel layers
        Soft bump visible only at the refraction/reflexion with tangential angle camera. Such bump are not visible in perpendicular view.

        Even photographer fear this material, so it may not be just a shader problem!
        [ATTACH=CONFIG]16412[/ATTACH][ATTACH=CONFIG]16413[/ATTACH]
        I hope you were talking about the white material and not that fucking red shit haha!
        admin@masteringcgi.com.au

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        • Ok Interesting challenge for you, a Landscape Material, work on a mid to large scale, procedural rock on steep sections, grassy on flatter sections, colour dependent on altitude, with procedural displacements
          Maxscript made easy....
          davewortley.wordpress.com
          Follow me here:
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          If you don't MaxScript, then have a look at my blog and learn how easy and powerful it can be.

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          • Originally posted by grantwarwick View Post
            I hope you were talking about the white material and not that fucking red shit haha!
            the white was for warm up, the red for qualify test, then 20 layered copper enamel metal (looking for a good photography) are for the final race!

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            • Originally posted by Dave_Wortley View Post
              Ok Interesting challenge for you, a Landscape Material, work on a mid to large scale, procedural rock on steep sections, grassy on flatter sections, colour dependent on altitude, with procedural displacements

              Ahaha believe it or not but I've actually created this multiple times...In about 15 forest pack layers...
              admin@masteringcgi.com.au

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              • I had a suspicion I could get it to do what you are after. Getting it photo real is another challenge all together!

                So basically its just a single vray material with a light pink fog color and a fog bias of -1.4

                95% refractive
                Hybrid translucency is enabled and medium red color.
                Bubble has correct thickness.

                The shader is pretty simple but Vray is a boss

                admin@masteringcgi.com.au

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                • I'd be interested too!

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                  • Nice one grant. Sadly my self esteem is now crushed :P Didn't even get that far in terms of translucency.

                    At least this solves 1 problem

                    *edit* seeing that you already built a bubble you can safely ignore the first email I sent you XD
                    Last edited by Mokiki; 15-11-2013, 04:15 AM.
                    Cheers,
                    Oliver

                    https://www.artstation.com/mokiki

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                    • As inspiration, these are procedurals I made 10 years ago, all scanline rendering with no advanced lighting, no raytracing, no environment maps:
                      Just a dome of spotlights, a direct light and a standard shader.
                      The rest are tricks with falloff map to cheat SSS, glossy reflections, ...
                      Click image for larger version

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                      I still use these tricks today but I replaced the dome of spotlights with the Vray Domelight.
                      here is a practical example (with env map):
                      Click image for larger version

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                      Last edited by raymarcher; 15-11-2013, 04:24 AM.

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                      • LOL that sounds awfull setup to render

                        Originally posted by grantwarwick View Post
                        Ahahaha that's a lot of renders but I don't think anyone will ever touch the tiger beer job I worked on.

                        37000 pixels wide by 12800 high, half the screen was 2.8 billion poly's of cgi barley filled cluster fuck including two tasty glossily refracted beer bottles with caustics.
                        Martin
                        http://www.pixelbox.cz

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                        • How can you inspire us with scanline shaders!? Blasphemer!

                          Very cool though, Luckily I was a modeler back when you guys were hacking your way to victory
                          admin@masteringcgi.com.au

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                          • Originally posted by raymarcher View Post
                            As inspiration, these are procedurals I made 10 years ago, all scanline rendering with no advanced lighting, no raytracing, no environment maps:
                            Just a dome of spotlights, a direct light and a standard shader.
                            The rest are tricks with falloff map to cheat SSS, glossy reflections, ...
                            [ATTACH=CONFIG]16419[/ATTACH]

                            [ATTACH=CONFIG]16421[/ATTACH]
                            Some of your layered noises are great!

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                            • 'Dome of Lights' - those were the days!
                              Kind Regards,
                              Richard Birket
                              ----------------------------------->
                              http://www.blinkimage.com

                              ----------------------------------->

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                              • Chris subagio's domelight script on the old kinetix / discreet webboard was the first for me, around the same time as lazslo sebo's edgeloop tools. Good times!

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