April 1, 2017 at 1:30 pm #1588
Challenge 02: candy shaders. Some really interesting light transport happening here! This will truly push the renderers to the boundaries of their capabilities.
We want to thank everyone who participated in the last challenge – it was really fun to see so many people submitting their best shot at a snow shader. For what it’s worth, we’ve heard some very positive things from top people in the industry. People are watching and it’s a fantastic opportunity to show your skillset to them.
The initial scene setup is very straightforward and only takes 5 minutes. It is important that we standardize scene conditions between contributors, so please make sure that you’re not setting up the scene differently.
- Download and extract the .zip package.
- Open or load in the alembic, containing the scene geometry and camera.
- Assign a lambertian material to the floor geometry, assign the checker texture map [tex/checker_floor.tif] to the color slot.
- Repeat step 3 for the macbeth chart [tex/macbeth_chart.tif].
- Create an HDRI light and plug in the provided HDRI. Leave the light intensity at 1. Leave the Y-axis rotation at 0.
A reference images of the default lighting condition can be found [here].
Please make sure to post renders using this setup. It is allowed to post extra renders using your own light setup. Since the shared light setup is at the core of the challenge, this will be heavily moderated. You’ve been warned!
What is expected of you?
The focus of these challenges is on sharing shading knowledge. Explain the shading setup in as much detail as you can be bothered to do. Think of shaders.xyz as a sort of open source project.
About creating extra geometry – just try to think if it would work in a shading pipeline. If you think it would be practical, go for it.
Feel free to post WIPs in this thread.
For now, please use “auto” for the width and height attributes when uploading images. This is needed to display them correctly.
To tag others in a post, use the “@” symbol.
To avoid image compression, upload .png instead of .jpg! This is something we’re working on to avoid.
That’s all! The winner gets picked by the admin team on the 1st of May, 2017 and will receive an exclusive SHADERS.XYZ t-shirt (hype!). Don’t forget to motivate others by voting for your favorite submission! Good luck everyone!April 1, 2017 at 6:36 pm #1631
- Shading & Lighting Artist at Layopi Games
Great idea Zeno! Ready for the next one 🙂April 1, 2017 at 7:03 pm #1632
Really cool idea for a challenge! I’m going to see about entering this one, we’ll see how different it is from gemstones 🙂April 1, 2017 at 7:22 pm #1633
@admin Technical problem: when I import the Alembic to Blender, none of the Geo has UVs, even though they were fine on the snow challenge. Is this a problem with the Alembic scene, or is it probably on my end?April 1, 2017 at 7:33 pm #1635
@anthonypilon – Damn, my mistake. Forgot to write uv’s when exporting to alembic. New download link is up now!April 1, 2017 at 7:40 pm #1638April 1, 2017 at 10:43 pm #1645
David van t WestendeParticipant
- VFX Artist / Graphic Designer
Im in!April 3, 2017 at 1:01 pm #1696
- 3D generalist
Cool idea !
Can we use some geometry scattering (sugar grains for exemples) or should we restrict to strictly applying a shader?April 3, 2017 at 2:13 pm #1697
I think restricting people in techniques would be counter productive. As long as you consider it’s feasible in a production setting, go for it!
To clear up the difference: Imagine we’d do some rust material, with chipped paint on top. In that case I don’t think it would be right to go off and sculpt a chipped paint layer just for this shader. However, random scattering of objects on another mesh is a scaleable technique that can be applied to many different objects, so I think that would be a valid approach.This post has received 1 vote up.April 3, 2017 at 3:48 pm #1698
- 3d generalist
so here is my wip for now….still a lot of issues but presentable wip I guess, not sure if I have time tommorrow so rather sending right now 🙂
a bit of description: using MtoA and alSurfaces, hdri is a bit darker than refer image +0.5 EV improves it a lot…used rayswitch for combining solid/caustic shadowing using another self emmissive alsurface for diffuse rays and shadowApril 3, 2017 at 5:36 pm #1705
hi this is gonne be my first attempt to your challenges (or any online challenge really). I was wondering if i can alter the colors or do i have to stick with the ref image ?April 3, 2017 at 6:25 pm #1712
well, this is the challenge as well. in production you get a reference image and you have to create this image. anything else is pesonal touch in my opinion. if you have a reference you should recreate it as close as possible 🙂 hope that helpsThis post has received 2 votes up.April 3, 2017 at 7:32 pm #1713
Yes it does help. Thank you.April 3, 2017 at 10:04 pm #1714
im thinking about a way to displace those sugar grains. any ideas? how would it be done in production if adding geo is not an option? can this be done with displacement. isnt that a bit overkill with subdivisions? just thinking about this stuff 🙂April 3, 2017 at 10:16 pm #1715
i don’t think high subdiv displacement an overkill these days. ofc it depends on what kind of renderer you’re gonna use but Redshift and Arnold are tottaly fine with it IMO. An other option could be generating some geo and baking a normal map but thats not gonna work for a close up object of coure. It’s a fair balance i think.April 3, 2017 at 10:38 pm #1717
hmm overall i think you get away with fairly low subdivision count. with that low value, i think, you dont get away for creating those fine grains of sugar hmmmm tricky indeed. sure vray and other rederers are fine with those values but i would want to optimize my render and only render what i need. do i create extra geo or bump up the subdivisions in order to get those fine details, is the question on my mind 🙂 i recently started playing around with vray displacement, so i never did those crazy fine details. also i think you would need a 32bit heightmap from the “original” sculpt, which we dont have. we could look up jpeg(lossy) or png (lossless) pictures, but those 8bit/16bit formats lack detail i think.
im looking forward on how you guys tackle it 😉April 3, 2017 at 10:55 pm #1720
- 3D - Generalist
Here’s my WIP done in Redshift for C4D. It’s a challenging material for sure 🙂
My material is really not very complicated. I don’t think you need a lot of nodes to recreate it, but all your values need to be spot on. My WIP is a refractive single scatter material driven by vertex color and noises. I think the key is finding the balance between extinction,scattering and the phase. I’m struggling to get the shadows opaque enough while still retaining enough translucency. I may have to find a way to cheat that somehow. Also, right now all three share the same material (to keep editing faster), but I’ll probably have to split them up to fine tune them later. The sugar is created using scattered platonic geometry, and the surface itself is displaced by cell noises.This post has received 8 votes up.April 3, 2017 at 11:08 pm #1723
17 pts@juliencrochetApril 4, 2017 at 12:53 am #1726
- 3D generalist
Thomas HarleParticipant4 pts@tharlevfx
looking sweet Ole-M 🙂
How did you do the grains? Just displacement cos they’re looking really nice. Think thats going to be the hardest part to get working in realtime.April 4, 2017 at 8:21 am #1735
- 3d generalist
@olemarius …so good man! you pretty nail it from start, esp those sugar chunks are perfect! thanks for kicking my butt so badly, feel like complete noob hehe…getting back to drawingboard 🙂 …next time should think twice before sending anything hehe
I m pretty motivated right now 🙂
keep em comming guys
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