View Full Version : how to match the effech of this photo?
10-23-2006, 11:01 PM
preferrably using mental ray but i could use maya software and composite if i have to..
the key here is that the material has SSS but is also slightly transparent and shows the lightsource embedded with in it. its not like glass though, its a blurry cloudy transparency.
i tried the SSS shader, this gives a nice translucent backlight effect but i cant see the actual light within it, the whole object just appears to glow if i put a light inside it..
10-23-2006, 11:51 PM
An interesting effect you are trying to pull off. Have you considered actually modeling the blades, animating them, applying motion blur, and then render one frame?
If you use a blinn with some translucency the effect may work.
Maybe have some glow just to give it that extra, well, glow. :)
10-24-2006, 12:15 AM
net hiccuped, see below.
10-24-2006, 12:16 AM
im just concerned with the look of the light within the plastic, not the fact that the fan is spinning. using translucent materials doesnt seem to allow you to see the actual light source as you do here, where its obvious but also blurred. im beginning to think several compositing passes would be in order but if anybody has actually done this id love to know how they did.
10-24-2006, 03:12 AM
I probably wouldnt use SSS because theres too much transparency and refractions. Play with a layered shader perhaps using an Anisotropic over a blinn to get those abnormal light flares, add a bit of shader glow and up the threshold a little. Crank up the lights strength with a quadratric decay maybe and add an optical glow effect. This may be overkill, you could probably achieve that effect with just one of these methods. Another option would be to use caustics but again probably not necessary.
10-24-2006, 06:02 AM
i always want to try the fancy new features in MR but sometimes its better to stick with what works. sure enough, a regular maya layered glass shader with a bit of shader glow and not 100% transparency plus some translucency on the base layer and really bright lights with quadratic decay, it is looking great. its not really optically accurate but for what i need to do its fine and it certainly renders a lot faster than the SSS. thanks a bunch!
10-24-2006, 07:30 PM
If it is not a secret, could you share the shader or post the hypershade, so we could know how could you archive that wonderful effect
10-25-2006, 03:39 AM
cause its not nearly as cool as the real effect:) but for this job its good enough and the render time isnt too bad..
its really simple in the end, just a pretty standard glossy layered shader setup with 2 materials. base is a regular phong, no transparency or reflection, with translucence and bright lights with falloff placed close to the surface inside the objects for th base material. top material is clear with a reflection faloff mapped to the facing ratio for the reflective surface. these renders are comped with the reflections in a pass and also an ambient occlusion pass using a default shader for the shadows/darks. the render of the reflection pass is just raytracing, i still used MR for the better antialiasing but it looks almost the same in maya. the base color/translucency render is MR with GI, the lights on the guy himself provide the lighting, also the white parts of the texture are incandescent, also there is an IBL sphere.
this isnt anything to do with the original effect but i just used a simple texture map on the incandescence and ambient color slots of both materials to get the glowing stripes.
i experimented with making it slightly transparent and refractive as well but it turned out to look too confusing given my exact design here, not to mention a big hit in the render time.. shader glow looked cool but to get better controll i wound up doing the glow with magic bullet in afterFX and it looked even cooler.
10-25-2006, 03:56 AM
10-25-2006, 05:51 AM
That looks so cool!
10-25-2006, 09:21 AM
some xray shader (get at highend3d) and lots of glow?
10-26-2006, 11:58 PM
I would also try piping a ramp controlled by facing ration or light angle into the incandescence... then turning on shader glow...
Another brute force angle to take is to model it accurately, with 2 surfaces with real rounded bevels, create 4 lights for the led's and pull some refractions out of it...
10-26-2006, 11:58 PM
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