material test -gummibears

hi everybody,
i did a small test with interpolated glossy refraktion, nothing special just to
get used to the v 1.46 :smile:

things seem a bit blurry?

i don’t like orange flavoured ones much :cry:

Thats good.

I love the orange ones best. so you can take all the others :wink: :lol:

Great work on the bears :)_

-dave

i’ll take the red ones!

are gummi bears really that transparent?
i don’t think they are, although i must admit i haven’t eaten any for oh, probably fifteen years!

…thats too long ago, definatly :wink: !

thank you guys for the comments :smile: -i know, they aren’t perfect…

the problem is the sss-fake (with glossy refractions):
the more translucent the body gets, the more glossy does it look.
also the volumetric look isn’t that realistic in my opinion (no backsides shining through…)
here is a little update

building process :wink: :

have you tried it with translucency, my experience is that it is quite fast in the latest releses.

looking better but they still look to shiney…

-dave

i think 1.46 is completely different than 1.09.03 release in terms of having glossy refractions.
i am not sure if it is a bug, or vray team has some new ideas with it under 1.46 but;
When you put IOR to 1.0 and give a fog, it renders as it was before. But when you give glossiness to that, it doesnt consider the fog color. It becomes completely white. Maybe it is a bug , or maybe it is a major change in the workflow.

Here are some test;

Vray 1.09.03r
IOR = 1.0
Refraction Glossiness = 1.0

Vray 1.09.03r
IOR = 1.0
Refraction Glossiness = 0.6

Vray 1.46.10
IOR = 1.0
Refraction Glossiness = 1.0

Vray 1.46.10
IOR = 1.0
Refraction Glossiness = 0.6

well, i am sure it is a bug, but if it is not, i like the way how vray 1.09.03 works.

hey taboo,
i think its not a bug ?! for me its logical i think, the glossiness controls the refraktion color NOT the fog color, if its white then the geometry gets white too, i had a falloff map in my refraction slot (glossiness 0,7-0,8 ) with a very small amount of color instead of pure white :slight_smile:

i worked also on the reflektions and now it looks a little better i think…

Nice, thats looking alot better.

-dave

well still i dont understand really. Why we have the fog than if it is not working when we use glossy refraction.

to be honest, i like the way that 1.09.03 works.
that way it is really extreamly easy to fake SSS.

To elaborate on what taboo is trying to say: Why are the refractions not tinted by the fog colour when the refractions are glossy? There is a breach in the logic there wouldn’t you say odina?

care to share material?

odina,

I’ve been watching your post for about a week now and wanted to ask if you might be willing to send
me your gummibear shader material…?

I recently did a couple renderings of a design we’re finalizing for a customer appreciation mailing.
It’s a paperweight we will send to our valued clients.

I was never really satisfied with the material I created for the images you see below,
although they convey the intent of the design adequately.



The teapot will be laser etched inside a block of glass.
Each paperweight will be sequentially numbered, wrapped in a nice velvet bag and then sent to those
clients who patronize our company every year.

I think I can tweek your material to get a better result with my renderings.

Can you send me a scene file or material library? I’d really appreciate it.

If you wish, you may PM me!

Bye bye!

Naomi E. Bonaparte
blue planet design

I have to agree with taboo, that sure looks like a bug. Glossy refractions control what happens at the surface, and fog controls what happens inside the object, they shouldn’t really affect each other at all.

hey, i don’t want to argue, you guys have far too much more experience with things like that than i have :wink: !

in my opinion it was only logical, that refraction color is outside and fog inside or like in my case, the color of the ‘rayhidden object’ (like shadow or backside).
by turning refractive glossiness on,
the outside color is diffuse scattered on the outside (while the fog color is only visible at the rayhidden faces… its different from 1.09 and it may be that my description of it is not the way it should be, but it helps me to render that image WITH consideration of the fog color and no white parts).

if you ask me, i find it’ s much more disturbing to have those refraction artifacts while turning on refraction by ior (which gave me that nice volumetric look of the green and red ones- but it’s buggy with ior’s under ~2,0…) :wink:
anyway, these are just my thoughts !!!

:smile: imke

@naomi: if it helps you, i will send you a file as soon as possible

imke,
I think you had pretty good looking bear so far until you added the eyes on the last image.