Author Topic: romullus wips  (Read 225856 times)

2014-07-21, 23:12:35
Reply #90

CiroC

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Are you using any kind of translucency for the leaves?

2014-07-21, 23:50:09
Reply #91

romullus

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2014-07-22, 15:04:26
Reply #92

CiroC

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Do you use a single texture map or falloff map with a bright and dark textures? Thanks

2014-07-22, 15:08:47
Reply #93

romullus

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Single texture.
I wonder what would be benefit of falloff map? Can you show some example?
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2014-07-22, 16:34:45
Reply #94

CiroC

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Single texture.
I wonder what would be benefit of falloff map? Can you show some example?

I saw this in the Lamp shader (CML's website), but I will give a try with my scene and share it here.

2014-07-26, 16:33:04
Reply #95

romullus

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Yet another procedural material. This time i didn't managed to go fully procedural, though. There's very simple bitmap gradient, used as normal map, but for some strange reason i can't recreate it reliably as procedural map.

Still wip.
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2014-07-26, 17:42:38
Reply #96

maru

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Some gradient rams should do the trick. DON'T GIVE UP! :D
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2014-07-26, 20:29:30
Reply #97

romullus

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I didn't. Managed to recreate it with composite, gradient ramp and CoronaSolidTex woodoo. Not 100% identical, but i like output even more than bitmap gives.

More experiments on the way! :]
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2014-07-27, 14:13:39
Reply #98

romullus

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Struggling to create oil in-between cable strands. To manage refractive/transparent materials in blend, is very frustrating and very expensive too :/

Material is fully procedural still, although i have to use bercon noise, because native noise is just too regular.
« Last Edit: 2014-07-27, 18:36:57 by romullus »
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2014-07-30, 20:54:27
Reply #99

Juraj

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Quite fantastic :- ) Would love to know how to create these, no patience, and too dumb.
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2014-07-31, 00:44:59
Reply #100

romullus

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Sure, i'll make tutorial about it, when i'll have more free time. But basically it's not that different from mental ray version, for which i made tutorial couple years ago:


I don't want to share material itself, just because, usually people learn much better, when they have to make things by themselves :]
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2014-07-31, 19:56:43
Reply #101

romullus

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How much is to much polys for single tree? I took ATree3d script and some quick preset from 3dtreexchange.net. Tweaked and test rendered it, then tweaked more, then rendered again and so on and so on... until i ended up with whooping 14M poly tree. I'm realizing, that it's overkill, because proxy file alone is weighting almost 500MB. Now i have to find a way to optimize it without crunching to much details :/

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2014-07-31, 20:04:12
Reply #102

Nekrobul

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How much is to much polys for single tree? I took ATree3d script and some quick preset from 3dtreexchange.net. Tweaked and test rendered it, then tweaked more, then rendered again and so on and so on... until i ended up with whooping 14M poly tree. I'm realizing, that it's overkill, because proxy file alone is weighting almost 500MB. Now i have to find a way to optimize it without crunching to much details :/

Geometrical leafs?
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2014-07-31, 20:04:42
Reply #103

CiroC

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How much is to much polys for single tree? I took ATree3d script and some quick preset from 3dtreexchange.net. Tweaked and test rendered it, then tweaked more, then rendered again and so on and so on... until i ended up with whooping 14M poly tree. I'm realizing, that it's overkill, because proxy file alone is weighting almost 500MB. Now i have to find a way to optimize it without crunching to much details :/

I definitely need to take some time and learn how to use it. Do you find difficult reproduce tree species? For example, if you want a Quercus it is difficult to create this tree?

2014-07-31, 20:22:20
Reply #104

romullus

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Geometrical leafs?
Yes. Single leave has 37 tris. Initially it was even more heavy, but i had to take measures, as soon as i generated 30M tree :]

I definitely need to take some time and learn how to use it. Do you find difficult reproduce tree species? For example, if you want a Quercus it is difficult to create this tree?
It's my first day, when i decided to dwelve deeper into this plugin. I can't create exact tree that i want, yet. But script itself is quite powerful and flexible, although quite unstable. You should see what hrisek is able to do with it. Just amazing.
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