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Had to make a new account, lost my old info.
I'm a vfx student working on a cgi shot that focuses on a sci fi soldier activating a stealth mode where-in he becomes invisible, however I need to show imperfections.
To start, I'm looking to formulate a shader that would best be described as the halo stealth mixed with the phantoms in Final Fantasy Spirits within. No sharp edges or 'glass' look. Then, I need to come up with an R&D test of how it will activate. I'm hoping to be able to have it sort of spread over him like the stealth is growing over his suit. The other option is that it activates in square segments like a checkerboard patter from his back outward. The rational being that a small suit needs time to power it up. I'd rather it not just pop on. I'm hoping we could have some discussion as to the best way to approach this.
very slight distortion
very smooth and very slight color on dense edges
extra link: http://www.metacafe.com/watch/496849...pirits_within/
Then, in the shot, he smashes through a window which damages the suit and it has to somehow flicker and end abruptly. Emphasis on it looking like it's breaking down. Something to match a crackling sound clip.
I'm doing some speedpaintings now for how it mightlook, but I want to get this out here for feedback and maybe shader suggestions.
Last edited by archangelgabe; November 5th, 2008 at 10:49 PM.
Here are some test renders using a several types of materials.
Transparent blinn, too plastic looking.. no distortion
Tweaked xray shader. Incapable of transparency
mia_material mixing glass and frosted presets. Artifacts and too glasslike... no distortion.
Basically, I'm trying to make a glass shader without the reflections and specular highlights and with a slight color hue on edges. Any ideas?
Last edited by archangelgabe; November 5th, 2008 at 10:48 PM.
a few things to think about...
if you want distortion, you need refraction - which is usually a ray traced glassy material, yes, but you don't have to make it super specular and reflective like glass. Play around with the refraction parameters and specularity of a blinn or phong glassy shader.
xray shader - if this is the standard download from hi-end 3d, i think it's got your samplerinfo/ramp going into an incandescence channel? Doesn't have to go there - you can apply the same affect to the transparency, color, whatever of any kind of shader. So you can have something that's more solid around the edges, more transparent in the center. Play around in the hypershade - unhook the ramp (keep the sampler hooked up) and plug it into different channels on a blinn or phong. If you add some glow it looks really cool.
miamaterial can do a lot of neat stuff, worth playing around with, but I've run into issues with reflections and transparencies.
are you going to render with mental ray?
Thanks for all those pointers!
I will be working off of mental ray. but in the end, it's whatever I need to use to get the shot to work.
The refraction is the main selling point of this shader, so unless I can find a way to get the highend xray to do something like that, I'll have to find a way to add the ramp color to another shader.
Either way, I'm gonna try out all those suggestions! Be back in a bit.
Right now this is what I have for shader tests.
This one is the closest. I used blue as that's what I think I'm going for in the final shot. However, the refractions are having RGB artifacts, similar to the eyebrow when it comes in contact with white. Also, I was unable to find a surface info utility, this is only controlled by a ramp shader which I'll animate. By chance would you have a screenshot of your network? Thanks again for all the help!
Here is the shader
Any suggestions for remove that RGB artifact?
Last edited by archangelgabe; November 9th, 2008 at 08:20 PM.