Here, Edwin Braun, co-founder of cebas Inc., takes you through the step of our next highly anticipated finalRender new feature sneak peek on the SSS (Sub Surface Scattering *) * SSS - lights bounces within material at sub surface levels before exiting.
HOW TO RENDER A GEMSTONE LOOK
The 3d on Max of a jade laughing Buddha scene : high resolution 3d scan all triangles mesh. Only two AreaLights into the scene here - one at the rear and one from the front. Features called up finalRender, and material editor : rendering on this Live streaming recording is on both CPU and GPU.
Mode: ActiveShade
- start with diffuse / reflection material as shown on 'gemstone' effect;
- try reducing 'Glossiness' to 0.7 and see the effects - less gloss and more of a dull look far from the photorealistic polished reflective gemstone look;
- Let's do this first by increasing the Transparency ratio (Refraction) and see the changes in effects;
- Note: jade values for the Material Editor is 1.6 to 1.627 so set this as the IOR value (you can refer to pixelandpoly.com/ior.html ) ;
- Well, the refraction alone is not glowing enough.
TRANSLUCENCY EFFECT?
- turn on the Translucency (below Refraction in Matl Editor), you will start to see some improvements twds a jade stone appearance.
- however, as the Translucency helps more in SSS tuning for leaves/ organic effects - it is still not what we want.
LET"S GO ADVANCED
- Advanced Rendering Options, we have a "Max Distance' Refraction value button : absorption based on the rate light travels thru the distance. Also, make the Refraction-Transparency fully transparent at 1.0 which remove any 'diffuse' color on the object.
- now, one can adjust further the Depth (Distance) at which the light rays is absorbed. Complete absorption would show as black at the distance;
- we see the jade Buddha now with some reasonable reflection and a more glossy look but a purplish hue - not really what we are after for a ' glossy jade gemstone' look/ because the color now on the 'Color at Max Distance' is deep purple.
- So, I am going to copy the Map #182 Gradient and instance it for 'Color at Max Distance' - drag & drop, there done;
- Now, just playing with the Max Distance value will give us the final result we desire.
- Nope, now we got the green glossy look going however, still not ideal as the Sub Surface Scattering light isn't strong enough and the scene appears too dark;
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