July 18, 2018 7:30am
So, I decided that this place is better for posting WIPs than gallery :)
nekronavt really great work. I love how you put everything like this in the scene. I also love this camera angle more its really nice done.and then those bubbles :D Wonderfull job :).
yyukinoh1989 thank you :) I'll make a little breakdown on materials after I finish :)
So, I tried this NVIDIA's AI denoiser and it's something. On low samples, it's, of course, blurs everything, but at least there are no this dirty artifacts, that blender's denoiser has. On higher samples, it should be absolutely amazing.
nekronavt Looks pretty clean 😊 I'm liking the open mouth on the skull, like he's laughing! Gives it character 😎
So, I think it's almost final (I thought so two weeks ago tho 😅) Any thoughts anyone?
nekronavt I love it!! 😄 Time to learn and practice the next thing I would say 😉
nekronavt Jesus I've only been gone a week or two and *this* is what you've accomplished? I feel severely outclassed, but my God this is excellent.
Big thank you, mates! I'll do a final polishing today and will leave it for a rendering.
Time for a new project for sure :D. Probably, it's time, to finally complete a "Modeling in Blender" learning flow.
nekronavt Good idea!! 🤘🏻😃
So, as someone already noticed, I called this project final.
A said, that I'll do a little material breakdown, so soon there will be a few posts about flame, soap bubbles and skull. Other materials a pretty simple, but if anyone is interested, I'll break down them too.
Candle Flame material
Node Tree (clickable):
Basic Opacity Gradient. Just a simple fade in and out.
Candle Cord Zone. A bit hacky, may need some rotation tweaking for specifical camera angle.
Fresnel opacity mask. Makes edges not so sharp.
Multiplying all of it gives as a Final Flame Opacity Mask which is going right into the shader mix factor input.
Verical 0-1 flame gradient. Just a simple gradient for later use in color and intensity distribution.
Flame Intensity Gradient. I'm multiplying it later with my maximum intensity value.
Substracting multiplication of Candle Cord Zone and Fresnel Opacity Mask from Flame Color Base Gradient Gives as this
And after coloring this with Color Ramp we are getting Final Flame Color
Putting color and intensity into Emission shader and mixing it with transparent. But backfacing spoiling everything...
So we are getting rid of it
Ta-dam. That's all.
nekronavt Great material. I'll definitely recreate this and mess around sometime :D
drgnclw I'm glad you find it interesting :)
nekronavt Thank for for the awesome breakdown! You could record a chapter for the shader forge series, 'cause you're a genius with this stuff 😀
smurfmier1985 thank you! Nah, I don't think I'm close enough to theluthier majesty in procedural materials 😀. And I have a peculiarity to constantly think that I am not doing something in the best way. So I prefer to think about it not like as a tutorial, but more like "my way of doing this stuff". Conscience won't let me officially teach anyone 😅
nekronavt this is awesome to see . glad youre sharing it with us . well i agree with miranda . even if there are better ways what is the harm ? this sure is amazing looking so you should be proud . youre a true genius with shaders . i still have a lot of trouble with it xD again thanks for sharing this with us :)
It's breakdown time!
Soap Bubble material
Node Network (clickable):
Distorted Magic Texture. Spend quite a time tweaking parameters of Magic Texture. Maybe there is an easier way to get this pattern. Mix node controls the amount of coordinate distortion here.
Facing based Color. It's probably can be precisely calculated with physics and math, but looks legit to me :D
Mixing this colors
Saturation amount looks something like this - a bit less saturated on center.
Brighten it up
Mixing it with transparency (using glossy shader) and removing shadow rays for paranoia reasons mostly.
And here is my version of the bubble.
PS. The bubble itself is just a sphere with a very thin solidify modifier.
nekronavt Amazing! 😄
smurfmier1985 thanks :) I'll try to make a breakdown of skull material later today.
Well, that's the scheme...
The main color scheme is just an ambient occlusion in colorramp, overlayed with pointiness (don't mind the teeth, they are a bit simplified bone material)
Grime is a distorted noisy texture...
... multiplied with another ramped pointiness value
Final color is a result of mixing basic color scheme with brown color, using grime as factor
Grime goes to final roughness by mixing it with 0.25 gray value
A bunch of mixed noises is.. well. A bunch of mixed noises. It forms this picture, which is used in Macro Details
High scale noise is simple. It goes to specular variety and used for microdetails together with grime.
All this details stuff goes into the bump node
And here is final output of Principled BSDF
If anyone is interested, I can provide a blend file of this scene. But I don't want to put a link for all to see, so I'll personally send a link to any fellow CGCookie comrade, who want to take a look.
UPD: due to some email receiving issue - here it is