June 2, 2017 at 2:00 pm #3705
- Probably waiting for uncompleted render buckets
Challenge 04: Raspberry. This month we are returning once again to basics. Basics however, does not mean easy. There’s a lot more going on than initially meets the eye.
Just as last month, there will be a voting panel of industry experts in lookdevelopment – working at Pixar, ILM and Double Negative.
Last month’s retroreflector was insanely difficult. People tried through both geometry and BSDF approaches, and I would like to thank all of you who cracked their brains over this challenge. For what it’s worth, once again, 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.
As was noted in the candy challenge, the paper the raspberry is positioned on will have a big influence on the amount of bounce light, which in turn has a big influence in the way we see the microfibres on the bottom half. So for this challenge, feel free to adjust the backdrop shader to be more like the reference.
Good luck everyone!
Reference imagery.. Pardon me for the slight lens flare in the center of the image.
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 rotate it in these axis: [51.0, -20.0, 8.0].
The default lighting setup should look like the following.
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?
This month, only one render needs to be submitted.
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. Please, also share your scene file if possible. This is not a requirement, but would be very nice.
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 July, 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!June 2, 2017 at 5:37 pm #3769
While setting this up in C4DtoA, I couldn’t get the lighting to match the reference, so for whats it worth, I eyeballed the rotation values for the skydome light:
In case someone else needs this to get started;)June 2, 2017 at 6:47 pm #3773
can we use fur?June 2, 2017 at 7:36 pm #3784
I think this challenge will be the first one I take a hit at. I’m a beginning texture and rendering artist that is just about to graduate Fullsail University. I really want to partake in this one, But I am a bit confused on the good ways of making the fuzz on the berries. I love my school, Don’t get me wrong, But they never showed us how to do things like this. I also haven’t stumbled upon it in my testing. Anyone have any good tutorials or any hints that they could post? Would be great. I am currently using Maya 2017 using mtoa based on Arnold 5. Thank you in advance guys and gals! (also be easy on me >.< I am not dumb, but I am 19 and have only been doing this for less than a year. I understand most things easily though)June 2, 2017 at 8:42 pm #3789
This can be done in many ways:
to name a few.
Choosing the right one is up to you.
The name for this kind of “fur” is usually peach fuzz. If that can help you explore 😉
It is also my first participation!June 2, 2017 at 8:55 pm #3793
Thank you! I will be starting this sometime this week. Il
I will be starting this sometime this week. I will look into those few first, I’ve messed with xgen a little. But not enough to be comfortable with it yet.
I tried to quick set up my scene before I had to come to work. But it seems as though when I put the HDRI on it completely blows out my image. Are we supposed to change the resolution or anything? I might just have done something stupid, but these are what I got. ( sorry for the graininess)
This is the default skydome light, just created with no changes done to it.
This is what happens after I put the HDRI into the skydome color information.June 2, 2017 at 8:56 pm #3794
Woops! double posted, My bad.June 2, 2017 at 9:42 pm #3801
for reference, here’s how it looks on Blender cycles, after following the instructions:
Looks too dark.June 3, 2017 at 6:05 am #3820
- VFX artist
For Blender I used the HDRI settings as follows to make it look like the reference:
June 3, 2017 at 6:27 am #3822
- VFX artist
I would like to share my first test in Blender Cycles.
June 3, 2017 at 10:19 am #3835
- Lookdev Artist
Hi ! Here is my w.i.p. of the Raspberry challenge. I have done the setup accordingly. ThanksJune 3, 2017 at 10:50 am #3843
@admin, geo for the hairs is chewed up, can you re-export it?June 3, 2017 at 12:17 pm #3854
thanks @dougliell !June 3, 2017 at 12:34 pm #3856
27 pts@adminJune 3, 2017 at 2:42 pm #3869
- Probably waiting for uncompleted render buckets
- Search Engine creator
For Lightwave 2015.3 I had to adjust the “Rotation” in “Textured Environment” as follows:
B: 18.0June 3, 2017 at 2:44 pm #3870
[update] ah, Multiple Importance wasn’t on
This is what I get, using your setup, any advice on what I’m doing wrong?
This is my world node graph:
I’m not using any other lights apart from the hdr world one.June 3, 2017 at 6:20 pm #3885
- Sn. Lighting TD ILM
Hey my shader friends, instead of having a few beers on a Friday night I spent a nerdy session at home with some fruits. Here are my results:
I am not entirely happy with the results, because of the “downy fur” looks like a fur pelt almost, and I dont feel that there is any liquid inside of the berries..so maybe I ll try another one later this month. Played with DOF to match the reference image. and btw the UVs on these stems are broken..so they dont work properly.This post has received 1 vote up.June 3, 2017 at 6:32 pm #3886
- 3D Generalist
Hi everyone, I just registered to participate on the challenge as well. So here’s my first render with the setup:
I fixed the size of the elements in Blender to have something a bit more realistic (the berry was something like 6mts tall hehe), since the SSS and/or volume of the berry material has to be made taking real world sizes into account. So that’s the reason for the heavy dof on the render too.June 3, 2017 at 7:02 pm #3888
@Zeno, I would say its only workable for a diffuse material, any tight specular will give artifacts (see Arvids render above), any sss material on the big hairs will render slowly + artifacts.
If re-export isn’t easy, I have a Raspberry model that looks just like the photo if you want to use it.
I am being a bit fussy I guess, but raspberries are really hard due to the cell walls + cell skin + lots of cells, I think starting with good geo will really help, esp If you need to animate them in a bunch (which isn’t the task at hand, but.. theoretically for a client, it would be needed)June 3, 2017 at 7:51 pm #3891
- CG Student / Soon Groom TD
Hey guys, Here’s my first WIP at this months challenge, assuming I have time i’ll return to this tomorrow!
At the moment my current setup is 4 materials blended together (mainly because the vray SSS and standard materials only have one specular lobe)
The first material is a VrayFastSSS2 material with some pretty basic settings, the SSS mode is set to raytraced solid to avoid those weird ‘hollow’ shadows that vray can make sometimes.
The second and third materials are just standard VrayMTL nodes with different reflection gloss settings so I could get some sharp highlights without losing the soft falloff on the reflections
The fourth material was a cheat, I couldn’t get the SSS to have the correct fall off in the gaps between the raspberry pods. To get around this I created a self illum material set to be the same as my SSS scatter colour and then multiplied this by a tight AO generated using a ‘vray dirt’ node.
It’s a pretty gross fix but it softened everything up nicely for this image
There is also a random diffuse amount setup in the SSS shader to add a little variation in the juiciness of each pod. This was pretty easy to do using a multisubtex node 🙂
Hope you like it and any feedback is appreciated 🙂
This post has received 5 votes up.
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