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Messages - Eternalnoob

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1
Congratulations, you created toon shader in Corona.

Yes, it really looks very unnatural, hehe.

this happens because you are using refraction instead of translucency, which is always almost incorrect setup for such effects. The sharp inner shadows will disappear, if you check "caustics" in the material, though.

Thanks Keymaster. The sharp shadows really disappears, leaving very dark shadows when caustics is checked. Sorry for getting a little offtopic here.

I don't know what you are trying to achieve but here is my "stretched latex/balloon thing" and it looks like it works fine on geometry with no thickness.

Thank you. That's really close to what I was trying to do, a "balloon thing". Thanks for the recipe.

2
Translucency alone doesn't blurs what's behind.

After some tests I got this, using translucency and refraction with glossiness.



It's not bad, but I dunno... The shadows seems wrong, like they should be blurred, and not so sharp. Am I wrong? The light shouldn't be diffused by the translucent material, and produce a blurred shadow for both spheres and itself?


3
Yup, ior=1. :)
For open geometry... hmm... can you make it a little thick? For example by adding shell modifier?

Well, maybe it's the only way. I was trying to achieve something like the translucent plastic film from Arch&Design preset, from mental Ray. Something like stretched latex, baloons, things like this.

Thank you.


4
Problem? :>

Yes! How?
I'm felling dumb now.

Update: Ok, i see what you did there. IOR = 1, no thin and that's it.

But it does't work very well for open geometries. I mean something like a plastic bag material.


5
[Max] Resolved Feature Requests / Thin geometry glossiness
« on: 2014-05-15, 19:46:10 »
Seems that the glossiness parameter have no effect when thin (no refraction) is checked.
Would be nice for a less perfect finish.



Result:


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