August 17, 2017 at 10:54 am #8105
Thanks! I put the scene file after create final result, if someone it will be interesting…
Rebuilding scene in the moment, I’m not happy this result, render time is very big in the moment. I’m render this 8 hour in i7 6800k , maybe i do something wrong?
My settings in this image
two foam mesh(foam and duplicate for perlin noise) 4 catclark subdivs
volume step size 0.1
other with light 1 samples
render not starter calculate beauty after pre sempling if I use baket size 34 and big
start only with baket size 16, but render very slow
Without volume render very faster
I know, this samples settings is very high, but i need volume ray depth not low them 5
I build new version with new settings
step size 0.5 and more volume transmission
and new sampling settings
create dof in nuke in post process…August 17, 2017 at 11:33 am #8108
I had the same issues when trying with the volume, it was very slow. You can fake the scattering a little by adding in some emission, it’s cheaper to calculate i found.
I’d definitely be interested in seeing your scene file, man! Would be great.
Are you able to bypass having to calculate transmission for the spec mesh? I just want to be calculating the spec lobe, but I haven’t figured out a way to do that. Usually i can just layer it on top of another shader, but that doesn’t work yet with volumes..August 17, 2017 at 11:58 am #8110
thanks for advice! I did not think about emission
Sorry i not perfect speaking in English, you are talking about a mix spec and volume? – if yes, i use duplicate mesh for spec and bubbles
I still have not found another way to mix the volume and surface in arnoldAugust 17, 2017 at 12:17 pm #8112
@kopatych Could you upload your scene file by any chance? I’d love to learn from it 🙂August 17, 2017 at 12:41 pm #8116
i use this scene at the moment with this settings
https://drive.google.com/open?id=0B4qcoe_cmuuoNDFaY19LTW9oYnMAugust 17, 2017 at 6:39 pm #8149
Thilo SeifertParticipant11 pts@thilo
WIP4This post has received 4 votes up.August 17, 2017 at 10:14 pm #8164
- 3D generalist
Hi, some really nice entries here – i used the maya leather shader its based on a cellnoise
aiStandardSurface for all ShadersThis post has received 1 vote up.August 18, 2017 at 10:44 am #8226
Here’s my final try, I didn’t get super close to the reference but it’s the best I can do in the time that I have. I definitely enjoyed it, it was fun to play with volumes for the first time in my shading workflow.
I started not so procedural unlike some smarter people over here. I placed spheres on a plane looking at the distribution in the reference and extracted a displacement map from that. This is easy, I just apply a y-axis black and white ramp projection to get values between 0-1 and render it out from the top camera with a surfaceshader.
I did the same for the small bubbles, although I made those tileable since there have to be a ton of them. I also used some noise procedurals for the smaller bubbles.
I went the same route as @kopatych with a volume + spec layer approach. The volume has the same displacement setup as the spec layer, only with inverted bubbles. I tried using 2 spec lobes, one for the inside of the bubble and one for the outside, but this didn’t really work.
For a long time with this challenge I struggled using the volume render times. I needed 10+ bounces to get enough light to scatter and it just took too long. In the end I ended up using 1 volume bounce with a little bit of volume emission. It’s a dirty cheat that in this case doesn’t look too different from the full scattering. It also cut my rendertime by about 6 times. Once I had figured this out my iterations were a lot faster and better.This post has received 1 vote up.August 18, 2017 at 11:58 am #8231
- 3D generalist
Great job !
@admin and @thilo , how do you guys get to see the small bubbles details from under the large bubbles? Are the large bubbles a different geometry, with an exactly matching displacement on the original geometry? Or are they one single mesh? Is it the same shader on the foam and large bubbles?
I must be a bit thick in the head, even with all the illustrations and comments i still don’t get it !August 18, 2017 at 12:13 pm #8234
I have two meshes, one for a spec layer and the other one for the volume/sss/whatever. For most part their displacement is the same (breakup, etc), but the bubbles are inverted. For the spec mesh, the bubbles dont have the detail displacement that you see in the foam since that wouldn’t be natural. They have different shaders.August 18, 2017 at 12:54 pm #8244
First pass, using Redshift and Houdini.August 18, 2017 at 2:44 pm #8256
Great to see others follow the volume shading approach too, you definitely need a worley shader to do the volumetric bubbles intersecting. What I am still missing is this effect:
Looking forward, theres still time.
DanielThis post has received 1 vote up.August 18, 2017 at 3:58 pm #8264August 18, 2017 at 5:28 pm #8277
So, I think this is my final try
This time I used volume emission and volume ray depth 1 , how to say @admin, now render time very faster, 48 min against 8 hour on i7 6800k!))
full procedural bubble and foam shader with maya and arnold patterns , and I use little bit color correct in nuke… I hope this will not be a problem.
The top of the foam was not as interesting as the previous time, but in my case I think it’s normal.
Scene archive https://drive.google.com/open?id=0B4qcoe_cmuuocU41a3owLUZmN2c
Thanks @arvid for posting info about this challenge 🙂
Sorry for my english!
This post has received 2 votes up.August 18, 2017 at 8:03 pm #8311
Small foam correction, more waxyThis post has received 1 vote up.August 19, 2017 at 12:25 pm #8410
Wip_02.August 19, 2017 at 12:26 pm #8412
BreakdownAugust 19, 2017 at 2:04 pm #8426
Here is my first test ..Still not quiet happy with the result but this is what I get so far
I mixed a ScatterVolume shader with refective vraymtl using a mix of Cellular maps in different sizes then I used this mask for displacement .
Not sure about the next step other than trying to add more details and play more with the refractive material and mask the bubbles from the sides .August 20, 2017 at 4:45 pm #8536
Still the same bubble-geo from last time. fully procedural in houdini. I tried displacing the big bubbles from noises but always got better results from real geo so i went with it.
Here is the houdini file if somebody wants to play with it: https://drive.google.com/open?id=0B3GJ2gGW_VDeME9DTXBIOUI5RGM
for the shading I stepped away from transmission and rendered it as a volume too. the new arnold volume rendering is amazing. but hard to control.
the rendering took almost 24h to complete. And I’m still not happy with the look of it.
@kopatych I really like the look of your foam. thx for sharing your scene-file. I will take a look at it when I have time.August 20, 2017 at 6:11 pm #8538
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