Simply Maya User Community

Simply Maya User Community (https://simplymaya.com/forum/index.php)
-   Work In Progress (https://simplymaya.com/forum/forumdisplay.php?f=34)
-   -   realistic crystls - need imput (https://simplymaya.com/forum/showthread.php?t=22854)

Falott 26-08-2006 06:36 AM

realistic crystls - need imput
 
1 Attachment(s)
hi everyone. I´m testing materials for creating realistic Crystals now for quite some time. renderer = mentalRay. shaders tested - DGS, diElectric and l_glass. l_glass is the only shader which fakes dispersion, so this is my shader of choice. in addition I applied a glare shader to my renderCam to push the specular highlights.

there are some other criterias but the shader which I am not so experienced in. this is lightning and the usage of background material. I did some tutorials about studio lightning and using DGS material for backdrop and reflector material. but after all it has no other effect than a simple lambert mat. also the lightning stuff. I ended with 13 spotlights in my scene to have a homogenious enlighted crystal. but is 13 lights not way to much? there must be a method for using less than 10 or even 5 lights...?

spotlights have no decay/area enabled, also it isn´t rendered with GI/Caustics nor FG cause that didn´t give much improvement but increased rendertime a lot.

if anybody has any comments how to improve the renders, please do so!

gster123 27-08-2006 04:02 PM

Hey man, glad you posted what you got.

They look really cool, have you thought of pushing any of hte material attributes above the 1 value to see if theres any effects on it?

I kind of cheated on my diamonds though by adding a HDR to give some colour bleed onto the surfaces so they wernt pure refractions

Falott 27-08-2006 11:18 PM

yes I raised the specular color from l_glas shader to 1.5 but therefore decreased the decay from 80 to 15. at first I tried too using hdri. but the shader with alone spotlights creates enough color to leave out additional reflection supporters.

I´ll do some testing now and show how different settings affect the final image. what I can already say is that pushing the specular value above 1 is tricky cause 1.5 is even more than enough. it blows polys which are facing towards the camera. I guess a range of +-0.1 is proper.


All times are GMT. The time now is 06:51 PM.

Powered by vBulletin® Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Simply Maya 2018