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Wet Material

Thread: Wet Material

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  1. 18-Mar-13, 16:55 #1
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    Wet Material

    Hey guys,
    I need make some similar to this wet effect:


    I dont know if this is composite for 2 diferent meshs or if is only one.
    I wanna do this in cycles.

    Thanks guys.
  2. 18-Mar-13, 19:20 #2
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    pretty sure it's two meshes. there might be some ramp shading involved too.
    nodes tutorial on 'stenciling': http://blenderartists.org/forum/showthread.php?t=73088
    nodes tutorial on custom sequence wipe: http://blenderartists.org/forum/showthread.php?t=90989
  3. 19-Mar-13, 02:02 #3
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    No need for 2 meshes. I put some ramp shading, some Fresnel and a lot of gloss into a node tree...



    I shook the whole into a quickie and here is what I got:



    It's just a quickie but it should give you enough food for your brain to ruminate for a while.


    Forum Blood Cell.blend
    -- Creative thinking?

  4. 19-Mar-13, 07:28 #4
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    Thanks Kaluura, this is exactly what i want to do
  5. 19-Mar-13, 17:33 #5
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    nice material kaluura. come to think of it, long ago, member ' ztonzy ' made a blood cell material that was quite good, long before ramps were introduced. might be worth looking into. i think his had multiple meshes.
    nodes tutorial on 'stenciling': http://blenderartists.org/forum/showthread.php?t=73088
    nodes tutorial on custom sequence wipe: http://blenderartists.org/forum/showthread.php?t=90989
  6. 19-Mar-13, 21:35 #6
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    That is awesome Kaluura -- now how in God's name did you come up with that? My materials are so pathetic, so I wind up using other peoples. How do I LEARN how to make something that given only a reference photo?
  7. 20-Mar-13, 11:33 #7
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    Hmmm... Let's try to explain my thought process...

    I start from the default Diffuse material. First, I do the bump map, if any. I always plug the noise generator so I can see its result. When I'm satisfied with the distribution of the bumps, I plug it into the Displacement socket to tweak the scale. Now I work a lot with the material preview, switching from time to time to the viewport in rendered mode to check the real scale on the model. (The objects used in the material preview are really small so you must not rely only on what you see in here.)

    Once you have a satisfying bump map, if any, you can start to worry about the color. I work in RGB and HSV. With my... (Wow! That many!) ...years long experience in computers, hexa RGB is what I understand and use to set the main hue. I use Saturation and Value to tweak the brightness.

    Next, the shine. In this case, since it's not a metal, I mixed Diffuse and Glossy. Of course, when you start to play with reflections, you need something to reflect. (A few planes with a noise texture are good enough.) Since you can't increase the reflection without losing a bit the color, I set a medium roughness and added a coating, i.e. another layer of white gloss with a Layer Weight node to do the clear light reflections. I tweaked the roughness of the 2 Glossy nodes, using only the arrows until I needed a more precise value for the mirror coating. Here, I made a few rendering to compare the effect with the reference photo. That led me to play with my lights to position the main highlight and to set the shadows to enhance the shape.

    The result was already nice but something was still missing. A bit of blue in the shadows. I tried a very dark blue light. That was better but still not enough. Here comes the ramp shading! I started with a ramp from the blood cell color to a desaturated version of it since the "simulated backlight" was rather bright. Step by step, I tuned the color. Less green, more blue and a bit less red too until I got... what I got. A bit of tweaking of the color ramp to set the colors where I wanted them to be.

    Finally, I added a third light because my scene was a bit dark and here we are.

    To summarize: Like for modelling, you go step by step from a rough shape/material towards the finer details. It's easy.
    As I said once in another thread, to receive a full grown (node) tree in the face is always more impressive than watching it grow (a.k.a. building it).
    -- Creative thinking?
  8. 20-Mar-13, 12:41 #8
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    Wow that's great, thanks for sharing your process. I generally recreate other people's node trees and tweak them around learning mostly by trial and error, I'll do that with this one too.

    When you say 'material preview' are you referring to the 'Blender Render previews', viewport shading -material mode, or something else. In cycles I always just switch to rendered view and wait a bit to see my results.

    Also there should be material challenges here, where a mesh is provided by the previous winner, and everyone has to texture and light it. The winning materials then go into a growing library on blendswap. But that's probably for another day and another thread...

    Thanks again.
  9. 20-Mar-13, 13:28 #9
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    The material preview I'm talking about is the tiny preview panel which appeared in Blender 2.66. Just like the material preview for Blender Internal but for Cycles. (You can switch in between plane, sphere, cube, etc, just like with BI.) That's a rendered view too but it's very small, the displayed scene is very simple, so it's faster than using the viewport in rendered mode.

    As for the contest idea, yeah, that could be fun. A member contest. Don't know if anybody can start one tho...
    -- Creative thinking?
  10. 20-Mar-13, 13:30 #10
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    problem with material preview is that it is not an object preview
    so it does not take into consideraton the object or mapping

    so only an approximation!

    salutations
    Thanks and a Happy 2.69 with Cycles
  11. 21-Mar-13, 09:18 #11
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    why do you call the box a sky box ?
    it is not a light source anayway

    how and what does the black emission plane in left part back works?


    also i remove the text on sky box and treid to add an emission plane above in scene inside sky box
    and teh box doe snto show up in render
    hw come ?


    thanks
    Thanks and a Happy 2.69 with Cycles
  12. 21-Mar-13, 13:11 #12
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    Hmm... Why "skybox"? Good question. I guess it seemed appropriate at the time. It's above and around like the sky, it's square like a box... Skybox! And no, it's not a light souce but it's a "reflection source".


    I set it to invisible by disabling the Camera in the Object tab, Ray Visibility panel. I wanted the reflections but not to see the ugly texture. This way, I can shrink or enlarge the "skybox" without worrying if it appears in the camera frame. As far as the camera is concerned, the walls are always outside of the frame... Sort of. It's a very cheap HDRI substitute for the reflections only.

    And the emission plane isn't black. It's very dark blue. That's what gives the distinctive hint of blue on top of the cell. It's subtle but I liked the effect so I kept it, even after I added the ramp shading. It also provides a tiny bit of blue back lighting in an area that would otherwise be pitch black since all the lamps are on the other side.
    -- Creative thinking?
  13. 21-Mar-13, 13:32 #13
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    for the invisible wall
    it helps with reflections with texture

    could have added texture on emission plane directly may be!


    cell looks very strange almost like there are 2 layers of material

    not certain how the effect works or function of what


    but it looks nice very shiny

    thanks
    Thanks and a Happy 2.69 with Cycles
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