|
|||||||
![]() |
|
|
Thread Tools |
|
|||
|
http://gallery.mudpuddle.co.nz/view_...as15&id=0279_G
NOTE: slight paint effect applied in PSP 7. Brightness/contract adjustments and some blurring done in the Blender compositor. I've rendered this out about 2 other times but this is the version I like the best, the others seemed to have distracting washout in some areas due to SSS settings. But I think it turned out alright for my first pic. with the new SSS shader. I posted it here because clouds are all it is even though someone posted a group of Tomatoes in Finished Projects. Some clouds are shadowed by others, and it took a bit tweaking to get the material right like decent contrast in the clouds and avoiding too much washout, I wanted to do a clouds image for some time but the SSS really made it possible. |
|||
|
#1
|
|||
|
|
|
||||
|
Ok dude, THAT looks good
............................................
Everyone wants to be the exception to the rule |
||||
|
#2
|
|
||||
|
I would love to see this without the brush strokes effect.
|
||||
|
#3
|
|
|||
|
It's not all that different without the brush strokes, part of it is to cover up a severe banding effect in one corner of the image that wasn't helped by blurring or dithering. Plus I think it looks nice.
![]() Now without SSS, let's just say it wouldn't look too good. |
|||
|
#4
|
|
|||
|
hey CD, great use of the sss shader! i'm curious if the higher frequency detail is a displacement map or came from the paintbrush post effect. the potential here definitely warrants further exploration into modeling cloud formations!
|
|||
|
#5
|
|
|||
|
I used the displacement modifier on all the clouds, so that's a major reason. Result was it got to 3 million polys, but it offers more detail. The base meshes were made with metaballs and converted to mesh.
Last edited by Ace Dragon; 14-May-07 at 21:22. Reason: Typo |
|||
|
#6
|
|
|||
|
very cool... i haven't tested it much, however am i right in observing that the effect's calculation speed is mostly independent of mesh detail (aside from the direct lighting pass)? if so... this implementation truly is flippin amazing
|
|||
|
#7
|
|
||||
|
best use of the SSS I have seen so far!!
Great work :-D I might try something similar
............................................
the end is near ![]() Don't crucify me for my typo's |
||||
|
#8
|
|
|||
|
Speed depends a lot of what you set the error factor to as I've heard, setting it to the lowest setting will bring a lot of slowdown. I used a low value here, just less then half of the default. I'm not sure of mesh detail and its effect on speed.
|
|||
|
#9
|
|
||||
|
I don't know where you're going with this because to me it looks like it came out of MS Paint, really.
P
............................................
So what if I call myself an airplane? Others call themselves a bush. What's smart about that? |
||||
|
#10
|
|
||||
|
Quote:
technically every image Blender produces can be done with MS Paint, too. You can set the color of every pixel in the image - Blender can't do more. Only the workflow is a little more convenient in most cases... So I think this a decent use and test of subsurface scattering. If the clouds are modelled, if they can be animated, if they spare the step to use another program to create them, it is a really good idea to test this. (Only I wouldn't have done any post processing or effects then.) |
||||
|
#11
|
|
|||
|
Vliegtuig: The edges, being polygonal, look pretty bad, but the actual shading is a very nice demonstration of SSS.
|
|||
|
#12
|
|
||||
|
How about if you take a picture of a real cumulus cloud, and then try to replicate the shape and texture using your rig? I would have to agree with BlackBoe, that the edges don't look real; too lumpy. I think you're on the right track, but you might have to set Ray Depth to a big value...
............................................
i<3 Blender, and vandalizing the wiki. My creative website, my public website (in progress), my book, my complete learning Blender video series. and my Vimeo compositing video series. |
||||
|
#13
|
|
|||
|
Thanks, I made them lumpy because smooth clouds looked boring, I could've subsurfed them more to make them smoother but then the polygon count would skyrocket, it's already 3 million polygons, another round of subsurfing would probably crash Blender. So the lumpiness, I think it makes the SSS more interesting. Oh, and the clouds didn't have any transparency either.
Note, only the painted effect was done in another program, the SSS and everything else was done in Blender. At least almost everyone likes the SSS. Last edited by Ace Dragon; 15-May-07 at 16:40. |
|||
|
#14
|
|
|||
|
Yes, and the SSS was done by Brecht.
|
|||
|
#15
|
|
|||
|
We can all thank Brecht for the SSS. I mean look at all the tests in this forum for example.
The SSS wasn't too hard to get a grip with, controls to control the backscattering, frontscattering, length of rays of each color (for color changing as the SSS gets deeper), scattering color. Still I didn't just *poof* get a good cloud material, it took a lot of tweaking to get right. The SSS doesn't make every material a cakewalk. Last edited by Ace Dragon; 15-May-07 at 16:59. |
|||
|
#16
|
|
||||
|
beautiful, despite the obvious lack of realism -- i guess the obviousness of the lack of realism adds to the charm -- and the SSS just looks great.
...oh! the thumbnail doesn't do the whole render justice ![]() julz!
............................................
Be friendly! Smile
|
||||
|
#17
|
![]() |
| Bookmarks |
| Thread Tools | |
|
|