TerraMatrix opened this issue on Dec 22, 2006 · 30 posts
TerraMatrix posted Fri, 22 December 2006 at 12:56 AM
Since Carrara is currently rendering something, and I rarely have the time anymore to experiment myself, I figure I'll just ask you guys.
Photon Mapping- What is it, and when should I use it (as far as realism goes)?
Transluscency- How do you get this to work? I tried for about an hour to make a teapot transluscent, and just could not make it work. And if I have SSS, am I going to need transluscency enabled, too (like for the ears)?
Finally, what settings do you use for realistic, wet, lively looking eyes? Is SSS involved here, too? And am I going to need to make my own if I want them to be believable (You know, an eye that's not just a sphere with a texture, but an actual structure like the ones Shonner made)?
Okay, one more thing, BRDF and BSSRDF- I'm pretty sure these have something to do with how light hits a surface, but other than that I'm clueless. What do they stand for, and is it anything that can be manipulated inside Carrara 5?
bwtr posted Fri, 22 December 2006 at 1:38 AM
Compare these results when the translucency is set at 0% and you vary transperency between 0% and 100%.
Hope that helps with one question.
bwtr
TerraMatrix posted Sun, 24 December 2006 at 11:14 PM
Thanks bwtr. I was rendering with only an hdr, and either translucency requires more/different lighting, or the effect is just too subtle to notice with hdri alone. Now I'm trying to find a way to create a falloff with the translucency, so it only goes to a certain depth (from what I can tell it goes the whole way through).
bwtr posted Mon, 25 December 2006 at 12:19 AM
I think, with translucency, you need light coming through from behind to get the effect. That effect I did was jus on a plane. If it had thickness would that make a dofference.
You may need to look at the SSS (sub surface scattering) mabe to get a "depth" effect?
It would be good if Shonner replied to this thread for you.
bwtr
bwtr posted Mon, 25 December 2006 at 12:29 AM
bwtr
TerraMatrix posted Mon, 25 December 2006 at 1:31 PM
So far I've been testing using a "fleshy" sphere, with a smaller black sphere inside, and the ring shape light. I get a funny looking effect on the flesh sphere where the black sphere blocks all the light, so the object only looks transparent in that area. Maybe I should try placing the spheres and light inside a cube so the light can bounce around more and perhaps counter the effect. I'll post some images to demonstrate when I get back home.
I've been searching other forums trying to find out more; some of their results really make my stuff look like child's play-
http://forums.cgsociety.org/showthread.php?t=377706&page=6&pp=15&highlight=translucent
bwtr posted Mon, 25 December 2006 at 3:26 PM
bwtr
bwtr posted Mon, 25 December 2006 at 7:35 PM
Attached Link: http://http://www.onona3d.com/pdf/texturing.pdf
This should provide our answers?bwtr
bwtr posted Mon, 25 December 2006 at 8:21 PM
Attached Link: http://http://forums.cgsociety.org/showthread.php?t=77484
Extended versions are here.bwtr
TerraMatrix posted Mon, 25 December 2006 at 9:53 PM
1: Diffuse set to a lime green color, translucency set to a value of 90%
2: Translucency changed to 5%
3: Inner sphere set to 90% size of outer sphere
4: translucency of outer sphere changed to 900%
5: Translucency changed from a value to a color, the same color as the diffuse
6: Diffuse color set to white (this gives a result similar to the first test)
7: Translucency set to blue
8: Inner sphere color changed to red
9: No diffuse setting used, translucency changed back to lime green, SSS enabled. The following is all set within the SSS's parameters- Tranlucency- 10%, Refraction Index- 30%, Intensity 100%.
10: SSS intensity changed to 20%
11: SSS translucency set to 90%
12: SSS intensity changed to 100%, inner sphere diffuse set to lime green.
TerraMatrix posted Mon, 25 December 2006 at 10:01 PM
TerraMatrix posted Mon, 25 December 2006 at 10:06 PM
Oh right, and good find on the bssrdf; what page was that on?
bwtr posted Mon, 25 December 2006 at 10:45 PM
I can not remember now but it apparently refers to Aniostropic lighting. (See in Carrara shader list options "Lighting Models>
You have been busy also. Whats the reason for having the inner black sphere though?
bwtr
TerraMatrix posted Tue, 26 December 2006 at 12:28 AM
I wanted to see what effect an interior structure would have on the light as it passes through, as these tests are primarily, for now, an attempt at building a better skin shader.
bwtr posted Tue, 26 December 2006 at 2:03 PM
What happens if you create a sphere in the vertex room and add thickness? Might this approach an impression of the model haveing "bones"?
bwtr
bwtr posted Tue, 26 December 2006 at 6:15 PM
Getting interesting?
bwtr
TerraMatrix posted Wed, 27 December 2006 at 1:12 AM
I hadn't thought of that, that's interesting. I think I'll try some tests with V3, as that will likely be easier to judge for accuracy than the sphere.
bwtr posted Wed, 27 December 2006 at 1:33 AM
I am playing around with one of the hands from Poser. Converted into a mesh and added thickness in Carrara. Will have to add a hand skeleton to it I think.
All interesting fun.
bwtr
TerraMatrix posted Thu, 28 December 2006 at 2:58 AM
bwtr posted Thu, 28 December 2006 at 5:04 PM
I have been sidetracted elsewhere. Your no1 result looks perfect. Will try myself later today.
bwtr
bwtr posted Thu, 28 December 2006 at 7:50 PM
When I get a moment I will do a skin with veines and try again
bwtr
bwtr posted Thu, 28 December 2006 at 8:30 PM
bwtr
bwtr posted Sat, 30 December 2006 at 5:57 PM
bwtr
TerraMatrix posted Sat, 30 December 2006 at 10:35 PM
Not bad! Been busy with work lately, but when I last tried a different angle with the best settings from my last posting, I found the translucency affected practically every part of the body facing the camera, reguardless of thickness. Either I'll have to try another setting, or create a map for translucency.
I'm guessing it's possible that C5 can't determine the amount of translucency relative to local thickness, but I don't know for sure yet.
ShawnDriscoll posted Sun, 31 December 2006 at 2:58 AM
Carrara does not do SSS on ears well. Maybe Carrara 6 will have an advanced SSS that can handle thin protrusions from large dense objects similar to modo's SSS?
ShawnDriscoll posted Sun, 31 December 2006 at 3:02 AM
ShawnDriscoll posted Sun, 31 December 2006 at 3:03 AM
Nice skin, bwtr.
bwtr posted Sun, 31 December 2006 at 4:33 AM
Thanks Shonner. Inspired by all your works! Difficult business I have found out.
Happy New Year mate.
bwtr
TerraMatrix posted Tue, 16 January 2007 at 12:50 AM
TerraMatrix posted Tue, 16 January 2007 at 12:52 AM