Kinematics
03-31-2008, 06:10 AM
Hey guys,
I am trying to get this look of liquid floating in space. I assume its ink with a softbox at the back and shot through a water tank or something of that sort.
http://www.media-design.us/187/wave_03.jpg
To mimic this. I created two tubes in maya and using ncloth blew wind through them with turbulence and noise. After doing so, I am falling short on the shader aspect of things in achieving this look with all its subtility. (Ive used sampler nodes) but it comes up as very obvious looking tubes with white through the middle. Next up I tried dielectric materials in mental ray which gave me much more water(fluid like) substance but controlling it seems hard.
http://www.media-design.us/187/fluid_test_05.jpg
And this is what I got using sampler infos and a standard lambert. The end result should be somewhat between these 2 above and below but getting the elements that is required from both to composite isnt easy to seperate to use for different layers
http://www.media-design.us/187/flow_02_test_5.jpg
How would you go about doing this? Keeping in mind the black corners and the subtle lines that fade in and out. What would u use along with the sampler info nodes in order to achieve this. I was looking at a photo today(the harmon kardon sounds sticks to be specific) and realized that it could be plastic with thickness that causes those black lines. What shaders would u use? In mental ray specifically
Thanks guys
I am trying to get this look of liquid floating in space. I assume its ink with a softbox at the back and shot through a water tank or something of that sort.
http://www.media-design.us/187/wave_03.jpg
To mimic this. I created two tubes in maya and using ncloth blew wind through them with turbulence and noise. After doing so, I am falling short on the shader aspect of things in achieving this look with all its subtility. (Ive used sampler nodes) but it comes up as very obvious looking tubes with white through the middle. Next up I tried dielectric materials in mental ray which gave me much more water(fluid like) substance but controlling it seems hard.
http://www.media-design.us/187/fluid_test_05.jpg
And this is what I got using sampler infos and a standard lambert. The end result should be somewhat between these 2 above and below but getting the elements that is required from both to composite isnt easy to seperate to use for different layers
http://www.media-design.us/187/flow_02_test_5.jpg
How would you go about doing this? Keeping in mind the black corners and the subtle lines that fade in and out. What would u use along with the sampler info nodes in order to achieve this. I was looking at a photo today(the harmon kardon sounds sticks to be specific) and realized that it could be plastic with thickness that causes those black lines. What shaders would u use? In mental ray specifically
Thanks guys
