Author Topic: Soap Material  (Read 8853 times)

2016-01-09, 19:27:12

Image Box Studios

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Hello corona users,

We are trying to make very realistic soap material with the help of SSS like image attached but we are not getting 100% satisfactory result. can you guys please help us to make a very realistic soap material.Please see the example image attached.

Thanks in advance.
(Updated)


« Last Edit: 2016-01-15, 06:40:11 by Image Box Studio »

2016-01-14, 13:47:11
Reply #1

Dippndots

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A less cube-like shape and something with a bit more edge variation would go a long way, I don't think the material is that far off, maybe a bit of bump like in this image:

2016-01-14, 13:54:16
Reply #2

tomislavn

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Yeah, I agree with Dippndots - I think that adjusting the shape a bit and adding more bump would be a good way to go.

Other then that it does look very good, material wise.

The rest of the image is amazing also :)
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2016-01-15, 06:38:13
Reply #3

Image Box Studios

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Thank you guys but attached images was not ours, its just a example image and we need soap material like attached image. sorry guys.

Text updated.

2016-01-15, 10:23:09
Reply #4

Dippndots

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Ah ok. Well the best thing to do is play with the translucency, absorption and scattering settings in the CoronaMtl. The tool tips on those are pretty good and self explanatory. Once you feel you have the waxyness of the material right, start adding things like bump and gloss maps to make it more interesting.

2016-01-15, 10:46:58
Reply #5

romullus

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Alternatively you can just simply plug inverted AO map into diffuse slot - from a distance nobody would tell a difference. Most likely that's how it's made in original picture :]
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2016-01-15, 10:55:02
Reply #6

Image Box Studios

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Ok and thanks guys for your fast reply. i will see your suggested methods. Cheers.

2016-01-15, 16:22:26
Reply #7

maru

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Here is my attempt. The trick is to set sss directionality to proper value. It is also very important to remember about realistic scale of objects, and the results are very sensitive to lighting.
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2016-01-16, 06:41:28
Reply #8

Image Box Studios

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Here is my attempt. The trick is to set sss directionality to proper value. It is also very important to remember about realistic scale of objects, and the results are very sensitive to lighting.

Thanks Maru. you are great man. we were looking exactly same thing.

2016-01-16, 09:03:54
Reply #9

Jahman

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« Last Edit: 2016-01-16, 11:53:13 by Jahman »

2016-01-16, 16:56:28
Reply #10

Image Box Studios

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Hi Jahman---this is awesome. how you did? look very amazing. and soap edges are very nice.

2016-01-16, 22:03:52
Reply #11

Jahman

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Hi. For sides I used volume select and max displacement modifier with one axis scaled cellular as displacement map. Text and other minor sufrace imperfections are done the same way but using push modifier. Had no time to model it properly so its polycount way above adequate. Half million tris a piece. :D
No mat file, sorry. Couldnt find a simple way to save it.

2016-01-17, 11:51:50
Reply #12

Image Box Studios

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Hi. For sides I used volume select and max displacement modifier with one axis scaled cellular as displacement map. Text and other minor sufrace imperfections are done the same way but using push modifier. Had no time to model it properly so its polycount way above adequate. Half million tris a piece. :D
No mat file, sorry. Couldnt find a simple way to save it.

Thanks for the information brother. I really like your way. and thanks for the material settings. No need for material file brother. Cheers.