Page 1 of 3 123 LastLast
Results 1 to 20 of 42
  1. #1
    Member tuqueque's Avatar
    Join Date
    Sep 2007
    Location
    Maracaibo, Venezuela
    Posts
    439

    Blender Material Preview

    Hi...

    Finally i think i can show a little thing i've been working on for the past weeks...

    Is nothing awesome but i think it can be really useful for a lot of cases...

    Is a Material Preview Scene, it has everything necessary, you can tests reflections, refractions, raytracer depth, GI, caustics, it even has SSS bar and bubbles, everything has been studied carefully to be as correct as possible and to give the user a good test scene for realistic materials and much more than that...

    Because of the way i created the scene, it can be used with practically any render engine you want, even Blender Internal: actually THAT was the renderer i intended to test with this scene.

    Is not finished yet, but is almost done, give me another week to finish last details and i'll post it in case anyone wants to use it... Is not perfect but it works really well and the best of all, is Blender made, with Blender Logo (with correct proportions and everything) :P

    In the tests i've made, the scene not only works well for testing materials, it also tests a lot of a renderer's capabilities like OSA sampling, Memory management, raytracer speed and efficiency, so it wouldn't only be useful for material showing and sharing like the Blender material repository, it would be a good test scene for any Blender render/material/feature developed, like Farsthary's Raycaster Volumetric rendering, Ypoissant's SAH-BVH works on the new raytracer, UncleZeif's Lightcuts... and so on.

    This are some little tests i've made with the scene, hopefully in a week i'll post a couple more tests with some mapping tests and i'll try to create a mini documentation file if anyone wants to use it.

    Gold material test


    Glass material test (it doesn't look great because of Blender's problem with AO and transparent shadows, and of course, maybe some caustics would be cool)


    Realistic SSS test (this render took 3 DAYS to render... Blender's raytracer seriously needs some work!)



  2. #2
    Member Ace Dragon's Avatar
    Join Date
    Feb 2006
    Location
    Wichita Kansas (USA)
    Posts
    27,785
    Maybe this scene could be a feature built into Blender to test materials?

    The SSS render shouldn't take 3 days if you use the SSS settings
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
    Adventures in Cycles; My official sketchbook



  3. #3
    Member PhilBo's Avatar
    Join Date
    Feb 2003
    Location
    Michigan, USA
    Posts
    1,106
    Looking great! Thanks for the effort. I know that I will find it useful.



  4. #4
    Member egan's Avatar
    Join Date
    Mar 2007
    Location
    Mountain View, CA
    Posts
    2,154
    Hey, this looks pretty cool. Looking forward to the blend!
    System Specs: Arch Linux, Intel Core Duo @ 1.60 GHz, 1 GB RAM, ATI Mobility Radeon X1300



  5. #5
    Member tuqueque's Avatar
    Join Date
    Sep 2007
    Location
    Maracaibo, Venezuela
    Posts
    439
    Hi CD... I didn't only used SSS for that test, i used glossy refractions and reflections to accomplish a realistic behavior.



  6. #6
    Member egan's Avatar
    Join Date
    Mar 2007
    Location
    Mountain View, CA
    Posts
    2,154
    Originally Posted by tuqueque View Post
    Hi CD... I didn't only used SSS for that test, i used glossy refractions and reflections to accomplish a realistic behavior.
    Well it looks nice! Sort of like sea glass...
    System Specs: Arch Linux, Intel Core Duo @ 1.60 GHz, 1 GB RAM, ATI Mobility Radeon X1300



  7. #7
    Member tuqueque's Avatar
    Join Date
    Sep 2007
    Location
    Maracaibo, Venezuela
    Posts
    439
    A little update... Nothing fancy here, just a couple of tests with mapping...

    Everything seems to work fine, i even experimented with some displacement, i had to raise subdivisions to 4 and face count was more than 1.8M but it rendered smooth wothout problems ... probably even better results could be achieved with Kai Kostack's Adaptive Subdivision script

    Wood material test


    Bricks material test (with some displacement)



    Today i'll start the mini documentation of the scene, hopefully in a couple of days finally i'll be able to post the .blend



  8. #8
    Member free_ality's Avatar
    Join Date
    Oct 2006
    Location
    LA, Cali
    Posts
    4,914
    That wood looks smashing

    However, the bricks, not so much... I know it is'nt your fault tho, Blender's displacement could use some work.. All in good time!

    If you want to bother though, you could paint up/post pro the heck out of your brick texture, and create your own displacement map. It'd be more work, but you'd get much more realistic results.



  9. #9
    Member _LsBlend's Avatar
    Join Date
    Dec 2006
    Location
    new york-long island
    Posts
    892
    i think you should email it to : http://www.blender-materials.org/
    it would be an awesome setup for this website
    great work



  10. #10
    Member tuqueque's Avatar
    Join Date
    Sep 2007
    Location
    Maracaibo, Venezuela
    Posts
    439
    Originally Posted by free_ality
    However, the bricks, not so much... I know it is'nt your fault tho, Blender's displacement could use some work.. All in good time!
    Completely agree, Blender's displacement need some serious work, is a headache

    Originally Posted by _LsBlend
    i think you should email it to : http://www.blender-materials.org/
    it would be an awesome setup for this website
    great work
    Thanks, that's one of the ideas,



  11. #11
    Originally Posted by tuqueque View Post
    Completely agree, Blender's displacement need some serious work, is a headache
    Well, if you use the same brick texture like in this case you won't get the desired, realistic effect keeping in mind that the displacement is based on the equivalent grayscale values. Try using a separate texture for the displacement.



  12. #12
    Member tuqueque's Avatar
    Join Date
    Sep 2007
    Location
    Maracaibo, Venezuela
    Posts
    439
    Hi recicledTrash... of course i used a custom created map based on grayscale values! otherwise it would be impossible in this case to have a good displacement...

    But i had to try a lot of times to get the effect, i had to blur a lot the map and change the value of displacement everytime i changed the blur!... in miy experiences with Max, this is a lot easier and intuitive.



  13. #13
    Donating Member NeOmega's Avatar
    Join Date
    Jul 2004
    Location
    Seattle, Wa
    Posts
    1,256
    Anybody know of any other way to get bubbles in transparent fluid or glass?



  14. #14
    Member
    Join Date
    Jun 2006
    Posts
    1,680
    I love the design of the object.. very cool.. how did you model it.. plus nice textures you've got rendering there..



  15. #15
    Member tuqueque's Avatar
    Join Date
    Sep 2007
    Location
    Maracaibo, Venezuela
    Posts
    439
    Thanks kirado, i modeled the object from an icosphere...

    Textures and material setup are the purpose of the scene

    Oh, and i'm working on a nice update of the scene, nothing very exiting, just some topology fixes and stuff like that... in a couple of weeks i'll post the news and the files.



  16. #16
    Looks very nice for testing materials. For a while I've been thinking it would be nice a couple of scenes more to preview materials. And the other day when Blendernation posted this PDF where Suzanne appears, I did like the test mesh for fluids (page 8), and is also nice the mesh for fabrics (page 13) although it could be better with a freezed Blender cloth simulation.

    .



  17. #17
    Member tuqueque's Avatar
    Join Date
    Sep 2007
    Location
    Maracaibo, Venezuela
    Posts
    439
    I saw that pdf and the fluids scene is very cool... the fabrics one not so much...

    Personally i don't use many scenes for material testing, in general, this scene could be used to test fluids and fabrics materials too (that's the reason for bubbles and the SSS-bar)... but who knows, in the future maybe i could create a nice fluids material test scene and a cloth one.



  18. #18
    Member cekuhnen's Avatar
    Join Date
    Mar 2003
    Location
    Grosse Pointe Woods, Michigan, USA
    Posts
    11,958
    I agree that the raytracer is pretty slow - but they are aware of it.
    it is just not that easy to clean up.

    I was told by one dev that they are looking into it soon.
    3D Design Generalist - Faculty Industrial + Interior Design
    Chair Interior Design - Wayne State University



  19. #19
    Member tuqueque's Avatar
    Join Date
    Sep 2007
    Location
    Maracaibo, Venezuela
    Posts
    439
    yep, that's right cekuhnen... i'm awared about raytracer works...i'm up to date with blender news and very thankful for developers work



  20. #20
    Member lsscpp's Avatar
    Join Date
    May 2006
    Location
    Firenze
    Posts
    1,946
    Wouldn't it be useful if the model was unwrapped, ready to be UVmapped or baked?
    (if it's not already of course...)



Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •