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MajinPunisher
03-24-2004, 03:52 AM
Some of you may be familiar with www.boring3d.com

I haven't made my own attempts to contact the guy, but I was wondering what everyone suspects he's doing with lighting, shaders and rendering.

I know he models in 3ds max and renders in Vray, I believe.

My objective is to recreate the same rendered feel in softimage xsi for an animation I'm currently working on, and I am kind of a bit confused. Not too sure where I should get started, but I definitely want that lighting and material feel in my animation.

Everyone's suggestions and tips are greatly appreciated, Though I hate to say it, consider me just above noob.

Ian Jones
03-24-2004, 12:12 PM
Your going to have to be a bit more specific than that. How are we supposed to know which image / rendering style you are referring to?

stew
03-24-2004, 01:03 PM
Most of the Boring3D renders look like they're using some sort of sky dome/IBL ligting and many of them seem to use a SSS shader to get the marchpane look.

MajinPunisher
03-24-2004, 01:36 PM
Ian - what I'm referring to is its use of shaders, and lighting. Effectively all of his images seem to be rendered in the same way.

I also am wagering a guess that he's using some GI, which I'm going to have to figure out how to accurately fake, since I can't afford the rendering time GI would need.

Stew - sky dome/IBL lighting? In XSI terms, is that like infinite lighting? SSS Shader (I'm assuming you mean sub-surface scattering, remember, I'm callin' myself pretty newbie). Do you think he's using an SSS Shader on most all the geometry? It was my assumption that subsurface scattering was typically utilized to create the translucent phenomenon associated with skin.

Also thanks for taking the time to look at my post, I greatly appreciate you all just considering it.

lazzhar
03-24-2004, 06:55 PM
And the strong Depth Of Field of his rendering gives a nice look. But overall I think he's just using traditional lighting, but the SSS is kinda hard to acheive in many programs.

Saturn
03-24-2004, 07:42 PM
there are many way to do that.
A skydome in xsi term isn't an infinite light. A Sky dome is a multiple light setup, light placed like an hemisphere.

The easiest way to do that with xsi is to create a hemisphere with a constant material and use finalgathering.

Anyways you get a thread about that on xsibase.com.

If you look for SSS, there are several shader that do the job. Have a look to volume effect shader ( xsi's default ) or even translucency tab in standard shader.

Technically it's not too difficult to do render like this, The artistic part is the hardest.

stew
03-24-2004, 10:28 PM
Originally posted by lazzhar
But overall I think he's just using traditional lighting
I'd say it's at least some kind of area lights - look at the way the shadows get more and more fuzzy the further they are away from the object casting them. Images like this one (http://www.boring3d.com/daily/06-09-03.jpg) sure look like IBL (albeit with a very simple image, just a few blurred blobs) to me.
but the SSS is kinda hard to acheive in many programs.
I think most programs these days have programmable shaders with support for ray tracing - so at least for someone who know shader writing it should be possible to adopt a brute-force SSS effect, and chances are someone made this available as a plugin. But even if not - there are ways to fake such effects using shadow maps, either by using a ray-marching shader (http://zj.deathfall.com/depthbasedTranslucence.htm) or sometimes even using multiple lights with different values for shadow bias (e.g. this one (http://www.hdm-stuttgart.de/~sw19/visu/transfish.jpg)'s my attempt of a SSS fake in Poser).

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