June 19, 2017 at 10:17 am #4715
@danilsh, could you provide some more info? This one looks fantastic! Maybe too much spec in my opinion but great juicyness whilst retaining correct shadows. Also nice hairs!June 19, 2017 at 11:12 am #4719
@admin this is RenderMan. Path Tracer integrator. Fur is XGen. Simple surface shader with one noise normal map. Juicyness i`ve made by subsurface and glass refraction. Now i’m trying to add a layer of material to selectively fade the spec.June 19, 2017 at 8:39 pm #4738
- CG Student
Here’s my first WIP post for this challenge. It’s harder that it looks for sure. I used Houdini with Redshift.
The thing that annoys me most at the moment is the fur, it’s much more varied in the reference.
I changed the floor to match the reference.
The main shader is a single scatter extinction with SSS. The reflection is handled in separate material and blended for more control.
I used some AO to mask away certain parts in the reflection and SSS. Color variation is made via attribute directly on the models points (noise and some painting) and then fetched by Redshift.This post has received 3 votes up.June 19, 2017 at 9:26 pm #4742
- CG generalist @Mikros Image
one more wip..
i mainly tried to reduced the red variation, it was too strong imoThis post has received 1 vote up.June 20, 2017 at 11:45 am #4764
Linus RosenqvistParticipant1 pt@lalllall
Hi so here is my 3rd and hopefully final version 🙂
Same thing as before but a bit more work on the fur and correct lighting this timeJune 20, 2017 at 1:36 pm #4768
- VFX Supervisor
here is my current WIP of the Raspberry. First there is the render coming from Maya, some xGen and Redshift.
Cheers PaulThis post has received 2 votes up.June 20, 2017 at 1:43 pm #4769
- VFX Supervisor
Next the comped version. (I tried to upload the png but it failed 20 times so there is only a jpg)This post has received 2 votes up.June 20, 2017 at 2:00 pm #4770
First time posting.Really like the site.
C4d Arnold and Nuke. I’m not very happy about the fur. I used sss and transmission using the uv to randomize to colors on almost any color slot that i used. Also some different black.white values in comp, dof etc. Probably i shoud’ve also used an extra coat with some bump…but… next time.
Probably if I had to redo the whole thing i would: make the fur thinner so i wouldn’t have to use opacity, only use transmission (because of render times, very big with sss and trans) , subdivide the geo (i forgot 🙂 ) . And any other feedback that i receive here i guess…June 21, 2017 at 7:30 am #4799
@andrei It looks like you haven’t subdivided or otherwise smoothed the geometry and it’s causing you to get some straight edges where there should be smooth curves. Also, I think your specular hits are a bit too smooth, they seem a bit more broken up in the reference.June 21, 2017 at 8:46 am #4802
- Architect - Hobby CG Artist
This is my WIP no.2, My friends at the office asked me to make a render in OCTANE , sorry for the watermark so far i worked in the demo version. They also told me that if they like it they will buy me a 1 month subscription to be able to submit the final image made in Octane. If requested i will post the materials.
This is a RAW render, only with exposure adjustments, no DOF.June 21, 2017 at 5:40 pm #4810
Thilo SeifertParticipant11 pts@thilo
nice stuff going on here !
this is my first WIP in arnold for c4d.
my current setup is mixing transmission and sss together and drive it via texture map for some variations
has someone any idea how i can fix that translucent shadow in arnold?
compedJune 21, 2017 at 9:25 pm #4818
- Digital Compositor
I am really enjoy being in this community! Thank you Zeno @admin and every participants.
Here it is my first attempt. I’m learning Houdini and Mantra .
This is my WIP:
Comped:June 21, 2017 at 10:51 pm #4822
- CG generalist @Mikros Image
ok, different direction, i guess i tried too much to figure out the colors of raspberry caused by the env of the hdri.
study a bit more the reference and came up with that. feels a bit better.June 22, 2017 at 7:41 am #4836
Hi, hello, how are you?
I absolutely love this site and the competitions, it’s awesome. Thank you so much to the organisers for setting this up.
A lot of really impressive entries this month.
This is my entry, it’s taken quite a lot of trial and error to get it to a point where I was happy to submit.
Render time was almost 13 hours.
I’ve only recently started getting into Renderman and I have to say, I really like it. It has a lot of nice features.
Some information about the shader setup:
June 22, 2017 at 11:12 am #4839
- The shader is a layered surface. but most of it was all in the base layer.
- I chopped the raspberry up into different sections so that I could control the colour for each section.
- Colour comes from the SSS lobe.
- After wrestling with the SSS for ages and wondering why I wasn’t getting the kind of SSS ‘glow’ I was expecting, I realised that the ‘Continuation Ray Mode’ was set to ‘off’. I switched this to ‘all’ and it made a world of difference.
- I cheated a little bit by putting a red light inside the raspberry to give the shadow some redness.
- If anyone knows how to make the renderer pick up more of the redness from the raspberry in a more physically accurate way, I’d love to know how to do it.
- I plugged two high frequency noise nodes with slightly different bump scales into two of the specular lobes. This made it possible to make the size of the specular highlights a bit bigger without having to increase the roughness.
Amazing work guys!
I am still fooling around with this, it’s way harder to get the look than I anticipated! Overall it’s too orange-y now. There’s also too much spec which makes it feel a bit plastic.. Still going for the transmission+sss approach. I’ll post a breakdown with my final entry.June 22, 2017 at 1:11 pm #4841
Why transmission + SSS?
My understanding is that they’re both essentially simulating the same thing.
Are the results still physically accurate if you do this?June 22, 2017 at 5:17 pm #4848
@kevisual You’re right, I don’t think they should be used together. It’s a cheat. I have the sss doing most of the light scattering, whilst the transmission adds some extra in the crevices. It makes it look more juicy than just going with sss.
Another try, but not the tranmission isn’t rough enough and you can see the geometry on the inside. Feels a bit softer which I like more, but still not so close to the reference:June 23, 2017 at 4:00 pm #4905
@admin There seems to be some kind of glow in the centre of some of the beads. Other people who are using the SSS + transmission technique have this too (like @Danilsh). I’m not seeing glow like that in the reference. and I suspect it’s a result of the transmission (or glass in Renderman). Are you sure you can’t get the right amount of juiciness with SSS alone?
By the way, I like the subtle bump in the long ‘woody’ hairs you’ve got going. Really helps sell it.
Edit: Oh silly me, I just read where you said that the transmission isn’t rough enough. That makes sense.June 25, 2017 at 3:37 pm #5010
- CG Student
Hello, here is my submission for this challenge, I used Arnold 5 with maya 🙂
I used a simple ramp with two reddish colors for the sss and multiplied it with a noise to get some of the berries darker.
The roughness and bump are also simple noises multiplied.
For the sss radius I used a curvature node from arnold and multiplied with a noise, remaped them to make the values above 1.0 and plugged it into the R channel for the sss radius.
I tought this would give the raspberry varying density since the light could scatter further in at different places on the raspberry.
The fur is made with xgen and their width is really thin to make them feel a little bit softer.
CompedJune 25, 2017 at 4:38 pm #5014
One thing I noticed when I was looking through this competition on different computers was that the reference image varies quite a lot when viewed in different browsers. I’ve tried to show the difference in images below. The difference is especially noticeable on a wide gamut monitor. The reference image is in AdobeRGB so my initial thought was that Edge wasn’t reading the AdobeRGB tag and displaying it as though it were sRGB.
So I went into Photoshop and converted to sRGB. My understanding was that this would keep the colours pretty much the same and just change the underlying colour profile. sRGB seems to be the standard so this should make the image look consistent on everything. But this did not happen, in fact when I loaded up the image into Renderman, it looked more different to Photoshop than when I compared them as AdobeRGB (the screenshot below is all with AdobeRGB).
Can anyone here explain what is going on here or point me to a resource that explains it all clearly? I’ve been scouring websites like this one: http://www.gballard.net/psd/cmstheory.html but I it is still not clear to me. Specifically I want to know how to make sure the image I’m looking at has the correct colours?
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