View Full Version : Fun Quiz!!
sanciok 04-24-2003, 07:19 PM Who can tell me how i exactly did this shader??
The first one who answer me exactly will win a poster of Third_Eye_01 in sexy swimsuit!!!! :D :D :D
here is the first photo
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ThirdEye
04-24-2003, 07:20 PM
Originally posted by sanciok
Who can tell me how i exactly did this shader??
The first one who answer me exactly will win a poster of Third_Eye_01 in sexy swimsuit!!!! :D :D :D
here is the first photo
O____o :surprised
sanciok
04-24-2003, 07:20 PM
two...
ThirdEye
04-24-2003, 07:20 PM
Btw it seems arndt translucency
sanciok
04-24-2003, 07:22 PM
eheh nono....
consider that the same image appears like this with a basic shader
knight42
04-24-2003, 07:42 PM
Fresnel in the luminance channel looks similar, but your's is patently translucent.
*click* *click*
It's not Cheen either. I give up, I'm not good enough for this :( *sulks*
J
JoelOtron
04-24-2003, 07:47 PM
My guess for #1:
Looks like SLA fresnel in the luminance channel and either chanlum or arndts transluscency in there as well. I would say both are used in he luminance channel using SLA fusion.
Maybe displacement channel was used with fusion of fresnel and 3d noise (so displacemen only showing on edges?)
sanciok
04-24-2003, 07:51 PM
Originally posted by knight42
Fresnel in the luminance channel looks similar, but your's is patently translucent.
*click* *click*
It's not Cheen either. I give up, I'm not good enough for this :( *sulks*
J
nope! :shame:
wrong answer!
consider also that there is not global illumination and lights are positioned behind the object...
don't give up! the award is worth it!!!
AdamT
04-24-2003, 07:54 PM
I would guess that there's a major shift in the material's diffuse falloff.
flingster
04-24-2003, 08:03 PM
layer the textures...
as joel says...possibly.
but have an luminance - fresnel - transparency - arnts shader
eg two textures...but the one on top with a copy of the luminance or colour channels copied to the alpha channel.
if you didn't use arndts shaders then definitely chanlum...
(ps...if i'm right...which is highly unlikely...then keep the pic....no offence third_eye_01!!!!!!!....the the thought is hard enough to bare...no pun intended.)
flingster
04-24-2003, 08:05 PM
transparency...dispersion blur up...:shrug:
if light behind
IanMJ
04-24-2003, 08:14 PM
Something of Darf's concoction? :shrug: :curious:
rocarpen
04-24-2003, 08:17 PM
Uhm... I'm guessing maybe Vreel Translucent?
http://www.vreel-3d.de/plugins/plugins.html
http://www.vreel-3d.de/plugins/Translucent_Doku/dragon2.jpg
Per-Anders
04-24-2003, 08:18 PM
either an inverted lumas (colorizer would do the trick), or straight banj, combined with falloff overlayed to color a touch of fresnel depending on the direction (though you could have used another colourised lumas to create the intensified specular highlights.
maybe add in a touch of fog, and a slight ammount of transparency with transparency falloff shaer (distance falloff should do the trick).
knight42
04-24-2003, 08:20 PM
I just found something I had called "Translucent...free version" which crashed the machine, so it's not that :surprised
LucentDreams
04-24-2003, 09:15 PM
I'm with sadie, either Banj or lumas, but your hints are pretty useless, GI has nothing to do with the translucent shader, and the render without this special shader look just like a translucent render would without the translucent shader. And the fact that the lights behind, same as translucent shader yet again. So the hints are all useless, Looking at the render I'm presonally for lumas myself.
Oh and Knight 42 to prevent the crashes wait for the material preview to render bfore changing each seting, means being extremely patient but the results are worth it. YOu can also upgrade to Arndt's new professional versoion ad get ransperency in there too. Far superior to the free version
sanciok
04-24-2003, 09:25 PM
AND THE WINNER IS mdme_sadie!!!!!!!!!!!!!
:applause: :applause: :applause: :applause: :applause: :thumbsup:
yes is a straight banji volume shader with a fresnel in the enviroment channel!!!!
sanciok
04-24-2003, 09:27 PM
ah... you won a Poster of ThirdEye_01 in a sexy swimsuit!!!! Are u happy???:eek: :eek: :eek:
Per-Anders
04-24-2003, 09:58 PM
wohooo.... oh hang on a minte.. nah i think kai should get the prize really... i mean, he deserves it more :cool:
LucentDreams
04-24-2003, 10:11 PM
Uh uh :surprised no way I lost you won you get to suffer :p
ThirdEye
04-25-2003, 12:07 AM
You bastards! :cool:
medula
04-25-2003, 12:38 AM
Originally posted by ThirdEye_01
You bastards! :cool:
LOL! What a funny thread! :surprised :scream: :D
Just send one to both of umm
they can share the fun.
artemesia66
04-26-2003, 12:10 AM
I've been thrashing around like the pitful noobie that i am trying to emulate this for like an hour, and I'm still stumped.
Any chance of a file or a more detailed explanation?
:shrug:
I can't find the smiley thats cutting his wrists wondering if he's ever gonna get this stuff
sanciok
04-26-2003, 01:17 AM
Originally posted by artemesia66
I've been thrashing around like the pitful noobie that i am trying to emulate this for like an hour, and I'm still stumped.
Any chance of a file or a more detailed explanation?
:shrug:
I can't find the smiley thats cutting his wrists wondering if he's ever gonna get this stuff
ok go in the matirial manager/file/BhodiNut Volume/Banji
than disable the reflections go in the transparency channel and set 20/100/95 in the value boxes in this order.
Than go in the diffuse channel, and set in the volume color a colour differnt from white.
Go to the enviroment channel, put a Fresnel on there and edit it like this: delete the white and bring the central grey all to the left.
apply this model to a primitive, place a couple of ligths behind the object and make them cast soft shadows. There you are!
artemesia66
04-26-2003, 02:34 AM
hey sanciok,
molte grazie for your help. i followed your instructions, and they helped me puzzle it out quite a bit (i still had reflections on, and the white in the fresnel gradient).
but i still feel like i'm missing something--my shader is very dark, and doesn't have that solid hard plastic feel that yours does. am I just lighting it wrong? I have two lights behind the sphere from the camera, one slightly to the left, one to the right.
thanks again.
sanciok
04-26-2003, 01:11 PM
this is the right result! Try to apply the material to a landacape!
Don't use a sphere...
If u use a sphere would be better to use a falloff instead the fresnel.
artemesia66
04-26-2003, 02:46 PM
sanciok, thanks again for taking the time to help a newb.
I'm attaching a file showing the landscape and lighting without and with the shader. As you can see, it's still really dark, and I can't figure out why: my diffuse volume colour is R:69%, G: 70%, B:100%, Brightness: 100%, and my lights are pale colours as well.
Also:
quote: "If u use a sphere would be better to use a falloff instead the fresnel."
why is this? I've reread the description of the two in the manual, and I'm still unclear on how you would know what was the right situation in which to use each one.
PS. I tried the link in your sig, and cgtalk said it's an invalid thread.
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