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Wednesday, February 19, 2014

PBR home-brewed car shader tests

I read over my old pre-PBR car shader attempt
and the notes on odforce and updated my shader to work for PBR

the flecs are simple perlin - i experimented with mixing a bunch of patterns
but in the end this gave just as good results.

HDRI only
 geo 'studio' lights and 2 intensities flecs, animation tested
flecs here still need to present on glancing angle, just less intense

 different procedurals for flecs




Saturday, February 1, 2014

PBR Test Subsurface Scattering

Single SSS Algorithm, Intensity 1, 3x3 pixel Samples

    Attenuation  [.5,1,2,4,8,16,322,64,128]




PBR tests - Default Surface Model

PBR render tests

All renders here have :
an Environment light with the same HDR map
an additional spot for shadow casting (Raytrace unless otherwise specified)
1 Diffuse Bounces allowed

Defualt Surface Shading Model

Mantra > Properties > Pixel Samples:



Magnifications of the same renders.

from left to right:

3x3 (default)
2x2
1x1
0x0 (no samples)

Diffuse Bounce Limit [0,1,2]





Reflection Bounce Limit [1,2,3,10]








Wednesday, January 22, 2014

flip sim !

hi! i like the trend ive seen of flip sims that look like little beach diaramas, so since I'm still on holidays from computer science I thought I'd add my contribution.

rendering will begin soon, here's some look dev test renders....

I tried merging some jittered versions of the particles (I don't have a render farm)
to increase the sexiness - but i found it too noticeable so I eventually got rid of them....
Next task - wet map for the sand.







Wednesday, January 15, 2014

ice cream shader test using 'veins' vop, 
first to last iterations of renders






Saturday, December 21, 2013

Autodesk 123D test

Merry Xmas, I used a lamb from a nativity scene...
original object, 
hi-res triangulated mesh from 123D, 
automatically created texture map from 123D, 
and test render from Houdini with 500 instanced lambs.

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