Yes, here it is. Completely free of anything resembling ray-tracing or any form of physical light transport, biased or otherwise. Guaranteed ‘accuracy proof’. Total render time, 3.10 seconds. w007.
Just a test for a character I’m making. When making home 3d-movies, ray tracing is the ENEMYYYY.
I just thought I’d put it up, cause I don’t really know how well known this trick is, and I–just discovering it–thought it was kind of cool.
It’s procedural, though I’ll probably use texture maps later for more realism in the texture, etc. And the trick is making a suitably defined but relatively ambiguous ‘envmap’ (and saving it for later use) to use in place of raytracing. If you’re not going for closups it looks pretty convincing.
I did use a normal based colour ramp set to multiply a dark blue, just to make the border a different colour (I think you can see how it gets darker at the edges), and no, it’s not tangent shaded. Re: I just used some voronoi noise, it was custom, I think. Anyway, I’m going to replace the procedural with something similar, but more detailed for variable reflectivity and discolourations and rust and stuff. Nice to see it’ll work, though.
I never said it was brag worthy. / Anyway, I didn’t think it was that bad because it takes three seconds to render and the reflections work great well in animation. I wasn’t really planning to upload anything, by the way. But it was basically an experiment in with environment maps. It turns out a high-contrast environment map on a surface with high bump looks pretty much as good as reflections. There were a couple other colour changes with normal maps, and crap, but really all it was was a test to see if other people thought it looked like metal before I threw it at a render.
You know, m@dcow. Cause this is a test forum. XD
Anyway, I really have no problems with you thinking my material sucks(it’s not that great, just a quick hack)–and I’m sure you’re a much better artist than I am, though I wouldn’t know, having never seen anything of yours–but I, being vastly inexperienced compared to you, stumbled upon a little trick that saved me a minute of render time per frame and which I thought was cool. It takes all sorts to make a world, eh?