Hi,
Any idea how to get a good looking clay effect without using a physical camera?
thx
Re: clay effect / ?
Can you provide a real image as reference?
Re: clay effect / ?
To get that kind of effect you need the ambient occlusion or dirt material. With the new build you can do that.
Re: clay effect / ?
Serra,
I meant a photograph ![]()
If you say clay, then I think of something like this. But it also could look like that.
Fernando,
what’s that AO fuzz all about?
As far as I know, AO is a fake GI effect that simulates diffuse reflexions at higher speed than actual reflexion calculation - am I mistaken?
As a matter of fact, we do have GI, don’t we? …so, I’d just define the following material:
Reflexion Settings Page:
Displacement Settings Page:
Does that make any sense?
Cheers,
m
edit: yea, I’m a Rhino user… ![]()
Re: clay effect / ?
Hi Matthias,
I am also testing using “override material color” and GI.
It renders fast.. but doesn´t look too good..
your is very good!
How did you set the lights??
Thx
Re: clay effect / ?
Fernando,
what’s that AO fuzz all about?
As far as I know, AO is a fake GI effect that simulates diffuse reflexions at higher speed than actual reflexion calculation - am I mistaken?
As a matter of fact, we do have GI, don’t we? …so, I’d just define the following material:
Hi Matthias
Here are a little bit more information about AO
http://en.wikipedia.org/wiki/Ambient\_occlusion
and here is my test
and my setting. I have only GI on my environment and IM - DMV
Best
Re: clay effect / ?
Hi fpedrogo,
Thx for your hint!
where can I find more information about
Radius / Subdivs / Amout
in the AO settings?
thx again
Re: clay effect / ?
Hi Serra
I’m working in a quick guide
Here is the AO page. This is not the final artwork.
Best
Re: clay effect / ?
ooh
very nice!
Thank you very much!
Re: clay effect / ?
Serra,
It’s just plain white GI and one white rectangular light right above the object.
Fernando,
yea - I already read through this. The German Wikipedia site about AO is much better (if you can read German, of course
).
Anyhow, I’m under the impression that it’s not a re-calculation of what actually happens in reality from a physical point of view. It’s merely a b/w map or layer that is created using rays casted off objects in every direction and then is multiplied with the render output - rather than using actual lightrays (from light sources in the scene) that bounce off the objects and pick up the object’s colour (which leads to proper colour bleeding effects).
So it’s an approximation, isn’t it?