This doesn’t look like much yet, but it marks a point in the development of my camera shader for Arnold – depth of field! 🙂 Next up I’m going to try and write support for custom bokeh kernels. Should be good fun!
I got asked if I could provide an asset for the Arnold documentation (on Vector displacement), and my chef sculpt seemed like he didn’t mind. Until he got squished to a sphere.
Check out the tutorial here:
Testing out sony’s spi-anim OCIO profile instead of the standard 2.2 gamma within Nuke. Works pretty well, getting much nicer (non blown out) highlights. Awesome!
Next up should be adding some dried paint, maybe a hair, some dust particles – just that sort of stuff! Also still need to sculpt some zdisp splatter maps for a couple of the tubes.
Testing out how I want the composition to be. Think I will keep it simple.
Also figured out today how to get the reflections of the projected environment without getting the diffuse rays, which means this version is comped properly and I’ve got all the control I would ever want. Ray switch to the rescue! The projected image doesn’t return any diffuse rays for the shadow catcher shader. Neat little trick!Read More
There we go, the first light match is done. Still a few things to fix here and there but I think it’s pretty solid overall.
I captured a HDR with a good range of values (0 to +- 220), so didn’t need to fake any lighting. Then I modelled all the backplate geometry, and projected the backplate picture onto that geo. By doing this I also have the geometry it stands on affecting the lighting of the cg elements, not just the HDRI.
From here on it’s just plug and play. Super fun! Learned a lot by doing this!Read More
Did a clay render of the pirate today. Wanted to experiment with getting a real “clay” feel, so I created a displacement map by combining different pictures. Also did some research on eye modeling/rendering and will most likely publish a free/1£ gumroad video on the subject. I feel like it would be great to start doing some more videos.
Quick screencap of my workflow on how to create guide curves for stylised hair in Maya.
1. Sculpt your hair
2. Select your sculpted hair
3. Under your rendering tab > Paint Effects > Make Paintable
4. Paint Effects tool
5. Draw Paint Effects strokes onto your mesh
6. Modify > Convert > Paint Effects to Curves
7. Delete your Paint Effects strokes
8. Ungroup the newly created groups twice
9. Select your curves and rebuild them. More CVs mean more definition but are harder to control.
10. Modify your curves to your liking. I find that using the Edit Curves > Selection > Select first CVs works really well to stick your hair back onto the head if you play with the soft select tool.
Make sure there are curves in the middle of the hair as well – You want the hair to have some volume instead of just being a "layer" of hair.
Done! Now just plug these into your hair system of choice and enjoy.Read More
Powered by themekiller.com