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SSS fake - Lantern glow

Bryce Realism posted on Dec 05, 2003
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Description


This was an attempt to fake the 'translucent' effects that bryce lacks. I read an article earlier today on sub surface scattering. How you can see shadows of objects through it but not the actual object (ala, no transparency) so... I got to thinking, and got to brycing... I modeled the lantern in autocad 2k4. I then rendered a side view from each side of the lantern (object mask (with the shade off/just the frame exposed) I then took these renders, blurred them in photoshop and uvmapped them to the shade. The shadow area was set to black while the rest was set to white (with some smudges around the rest of the shade for a different look) I then set this as the ambient channel of the lamp shade in bryce. Nifty little effect. I love tying to push bryce, it's so fun. There are 8 volumetric lights inside the shade of various colors and various gell maps. One non shadow casting light was set outside of the shade to give the rest of the image 'some' ambiance. Total theory/construction/modeling time: 4.5 hours Total Render Time: 8 hours. Thanks for taking a peek, drop a comment if you can.

Comments (12)


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Flak

1:12AM | Fri, 05 December 2003

Very intriguing and ingenious. Well done. One day I'm going to have the time to try out some of these "technical tweeks" you do... hopefully.

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chohole

2:22AM | Fri, 05 December 2003

Wow, that is a great idea. As Flak says..maybe one day.

Ornlu

8:48AM | Fri, 05 December 2003

It seems to work well for objects that are directly next too the shade, however, if you were doing a scene with multiple shadow casting objects ad different distances with a light source at another angle... it would take a long time to create the shadow map. I need to think of an easier way to do this. Man, you guys are tight fisted with the comments =P. 80 views and 2 comments, never seen the likes. Btw, here is a post showing a diagram of what I did. The post.

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crocodilian

9:49AM | Fri, 05 December 2003

Wonderful image. "subsurface scattering" refers to light transport inside the material. . .in a sense, its a material with a refractive component, which is not normally thought of as such. http://graphics.stanford.edu/papers/subsurface/ is Pat Hanrahan's seminal paper on this issue. Applying it to Bryce, one can think of nesting several very thin layers with differing refractive properties. . .

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tallpindo

9:54AM | Fri, 05 December 2003

So you can make the shadows from either black cutouts or use gel mapped lights and you can make the shade sort of glow and be parially transparent but there was nothing of interest inside the shade? I can understand your segration now. After all who peeks.

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lemonjim

10:47AM | Fri, 05 December 2003

looks great - my similar attempts at this had failed miserably! nice to see it IS possible after all. ...BTW beside all that, it's a cool lamp model!

Ornlu

11:05AM | Fri, 05 December 2003

Thanks for the comments guys. Tallpindo, not sure I quite understand what you're saying. What do you mean by 'degration' and 'nothing of interest inside the shade' and finally 'after all who peeks' ? Just curious; thanks for the comment anyway.

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catlin_mc

2:59PM | Fri, 05 December 2003

Beautiful lighting Ornlu, you really are the master. The whole image is wonderful, from the color to the reflections on the wood. Excellent work. 8)

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rickymaveety

4:23PM | Fri, 05 December 2003

And, even though I got an awful headache from bashing my head against the desk when I saw how great this was (in comparison to my own sucky lighting), I'm still voting for it. No hard feelings after all.

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draculaz

7:57PM | Fri, 05 December 2003

for ornlu's next trick... lol, awesome effect dude!

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danamo

8:00PM | Fri, 05 December 2003

Yeah, ya bastard! No hard feelings! Really this is a very clever workaround for achieving this effect. Hmmmm, I'll have to see if it would work with a tent.

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adrian3Dart

1:26PM | Sun, 15 August 2004

The reflection on the wood is great and the lighting is perfect. Amazing detailed artwork! Excellent Job!!


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