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Wednesday, February 19, 2014

PBR home-brewed car shader tests

I read over my old pre-PBR car shader attempt
and the notes on odforce and updated my shader to work for PBR

the flecs are simple perlin - i experimented with mixing a bunch of patterns
but in the end this gave just as good results.

HDRI only
 geo 'studio' lights and 2 intensities flecs, animation tested


 different procedurals for flecs




Saturday, February 1, 2014

PBR Test Subsurface Scattering

Single SSS Algorithm, Intensity 1, 3x3 pixel Samples

    Attenuation  [.5,1,2,4,8,16,322,64,128]




PBR tests - Default Surface Model

PBR render tests

All renders here have :
an Environment light with the same HDR map
an additional spot for shadow casting (Raytrace unless otherwise specified)
1 Diffuse Bounces allowed

Defualt Surface Shading Model

Mantra > Properties > Pixel Samples:



Magnifications of the same renders.

from left to right:

3x3 (default)
2x2
1x1
0x0 (no samples)

Diffuse Bounce Limit [0,1,2]





Reflection Bounce Limit [1,2,3,10]








Wednesday, January 22, 2014

flip sim !

hi! i like the trend ive seen of flip sims that look like little beach diaramas, so since I'm still on holidays from computer science I thought I'd add my contribution.

rendering will begin soon, here's some look dev test renders....

I tried merging some jittered versions of the particles (I don't have a render farm)
to increase the sexiness - but i found it too noticeable so I eventually got rid of them....
Next task - wet map for the sand.







Wednesday, January 15, 2014

ice cream shader test using 'veins' vop, 
first to last iterations of renders