Name any specific topics you would like to see tutorials about. I will add poll when there are few ideas
- GI vs. Animation
- Render Elements
- SSS
- General material setup
- Metal Materials
Name any specific topics you would like to see tutorials about. I will add poll when there are few ideas
Hmmm. Probably some material setups for metals using Siger’s Fresnel map as I’ve seen a few different takes on the approach, as well as some using Bercon Maps. I don’t understand how to use those half the time and the existing literature isn’t very helpful.
More indepth tutorial about SSS materials with examples like wax, milk, juice. I’d like to better understand when to use translucency, when refraction and when opacity.
Since it says the three older tutorials that show core work flows like sun+sky, scattering and shadow catcher are based on old work flows I would like to see an update of these.
Oh yes one on render elements. I only use a few, but would like to know what the rest do/are used for. I think I asked about this quite some time ago in referring to the wiki, but not every single element was explained.
Material setup…mostly for arhviz scenes…thx
Added first poll, feel free to suggest more options
there are quite some info for Volumetric lights/fog/god rays for exteriors but how about having a tutorial for volumetric lights effect for spotlights, ies, projections etc for interior shots thanks
I´ll quote myself ![]()
“One tutorial I would like to see - Or I think would be just ok if someone could upload a simple 640*480 .PSD file of a reflective teapot on a plane but with render elements.
I would to know in which order I need to put the elements in layers and what mode I need to apply to them.
I would like to have all elements lined up in Photoshop and then I could decrease all reflection-levels from the image.”
Mostly the animations fall under 1 of 4 categories:
A concise overview of the GI/render-settings for each category and some explanation of why they (ie the settings) have to be so.
Not an hour long video but more like a quick setup-guide that refreshes your memory.
Cheerio!
Maybe some Architectural Glass tutorials? I haven’t been able to master those yet. Thx!
About Corona for C4D!
Anything in Maya!! : )
+1 even if I saw exemples of some of them in Corona helpdesk but a good indepth tutorial is very welcome !
i would like to see some blend, multilayer, complex metals ![]()
I would say something like this:
Imagine that you have some object, and you cut it in half. Then observe what is going on at the surface and inside.
-translucency: when you cut it in half, you see a very thin “skin” or “layer” on top, a portion of light bouncess off the surface and hits camera, but also a portion of light passes through that layer, and then scatters in some media inside. Examples: grapes, skin, paper (thick)
-opacity: imagine that you form a ball out of smoke, and then cut it in half - this is uniform, and does not have any kind of surface, close to the edges opacity goes from X to 0 so it has soft borders. Examples: smoke, clouds, ghost (though I am not sure if ghosts don’t refract light!).
-refraction: unlike smoke, this object refracts light, when you cut it, you see that object has no separate surface, it is solid and has the same characteristics at every point, on top and inside. Examples: murky water, wax, juice
At least this is how I see it.
Thanks maru, i will take that for now. Unfortunatelly i cannot cut in half every object i want, for some cuttings i would end up in prison for looong years ;]
Yeah, that’s why you so this in your imagination, full impunity! <3
Opacity is used when the SSS medium has the same IOR as environment. So for example smoke - smoke is just air with some particles in it. Because of this smoke has no surface. You can simulate this with opacity. When used, there will be no boundary - all light will enter the medium undisturbed, and only in the medium it will be scattered.
Ideal Refraction is used when the medium has clearly defined, smooth surface, such as water, glass, or milk. Even though milk scatters light a LOT, its surface is still flat, as shown in clear, mirror-like reflections. The light partly reflects and partly enters the medium without scattering, and only inside the medium it is scattered.
Glossy refraction or Translucency is used when the medium still has clearly defined border, but it is very rough on microscopic level. This causes the light to scatter immediately upon entering the medium (and then possibly again inside the medium).
It is simple to choose from these 3 categories. Only tricky part is whether to use glossy refraction or translucency… you can say that translucency is an extreme case of glossy refraction, but this is more about trying what looks good instead of relying on physics/real world properties