Home Forums Challenges Challenge 07: Red Grape

36 replies, 20 voices Last updated by Profile photo of Aliace Aliace 1 hour, 42 minutes ago
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  • #10559
    Profile photo of Zeno Pelgrims
    Zeno Pelgrims
    Keymaster
    • Probably waiting for uncompleted render buckets
    27 pts
    @admin

    Challenge 07: Red Grape. Another one to test the SSS capabilities of each renderer! Light is scattering very far through the grape, yet there’s an amazing amount of surface texture. It keeps amazing me how different objects look when you _really_ look at them.

     

    Once again, there will be a voting panel of industry experts in lookdevelopment – working at Pixar, ILM and Double Negative.

     

    The deadline of the challenge is on the 1st of December, 00:00 GMT, due to the last challenge running over. Good luck everyone!
     

    Reference image

    challenge_07_red_grape_reference.jpg

    Getting started

    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.

    1. Download and extract the .zip package.
    2. Open or load in the alembic, containing the scene geometry and camera.
    3. Assign a lambertian material to the floor geometry, assign the checker texture map [tex/checker_floor.tif] to the color slot.
    4. Repeat step 3 for the macbeth chart [tex/macbeth_chart.tif].
    5. Create an HDRI light and rotate it in these axis: [55.0, -40.0, -15.0].

    The default lighting setup should look like the following. I added in some spec to validate the rotation of the HDR since there’s no hard shadows.

    shadersxyz_challenge_07_red_grape_lightref

    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. I don’t want to limit anyone’s amazingly capable brains.


    PLEASE NOTE:

    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 ..yes.. still..


    That’s all! The winner gets picked by the admin team on the 1st of December, 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!

    shaders_xyz_tshirt_01

    #10593 Score: 2
    Profile photo of Jonas Bergholm
    Jonas Bergholm
    Participant
    • Freelance MTS/TD @ Axis Animation
    8 pts
    @blush

    Hello again!

    Decided to give a quick attempt at this challange as well… 🙂
    I’m mixing procedural and textures this time tho.
    Currently the pulp is procedrual and the white dusty-looking stuff is texture.
    Still need to jump back in and tweak some stuff.
    The light is not perfectly matched yet, the rotations doesn’t match up in houdini. I’ll fix that at some point.

    Current shader-network:

    Will probably do like last time, share my scene once the challange is over.
    Thanks for looking 🙂

    This post has received 2 votes up.
    #10608 Score: 0
    Profile photo of Jamie
    Jamie
    Participant
    • Motion Designer
    @nytol

    Ridiculous first entry. Keep up the good work!

    #10609 Score: 0
    Profile photo of Aymen Selmi
    Aymen Selmi
    Participant
    • Maybe doing some R&D
    3 pts
    @kazuya

    Sick entry 😀

    #10621 Score: 0
    Profile photo of Tom
    Tom
    Participant
    • CGI Generalist
    @toms-seglins

    tom_day1

    Just tried to do (i think I over did for such look) basic look with Octane.

    I have never realy used Octane to shade stuff like this (currently all procedural), so it realy is a challenge.

    For the next iteration, I will work only on specular/roughness.

     

    Cheers,

    Tom

    #10625 Score: 0
    Profile photo of Zeno Pelgrims
    Zeno Pelgrims
    Keymaster
    • Probably waiting for uncompleted render buckets
    27 pts
    @admin

    Felt a bit limited in Arnold, so started the base texture in procedurally in Mari. The voronoipopcorn from the extension pack is ideal for it 😀

    #10638 Score: 0
    Profile photo of Bert
    Bert
    Participant
    • Student
    @bertvandenbosch

    I’m trying to set up the scene in Blender but I’m confused with the HDRi rotations… If I rotate the image along the given instructions, it looks totally different.

    Bert

    #10646 Score: 0
    Profile photo of Zeno Pelgrims
    Zeno Pelgrims
    Keymaster
    • Probably waiting for uncompleted render buckets
    27 pts
    @admin

    @bertvandenbosch, Blender uses  different coordinate system than Maya (what I use), you’ll have to eyeball it 🙂

    #10656 Score: 0
    Profile photo of Tim Phillips
    Tim Phillips
    Participant
    • Student
    @timbob21

    Grape WIP

     

    #10657 Score: 0
    Profile photo of Tim Phillips
    Tim Phillips
    Participant
    • Student
    @timbob21

    All Arnold 5 and mostly procedural apart from SSS strength map

    #10662 Score: 0
    Profile photo of Tim Phillips
    Tim Phillips
    Participant
    • Student
    @timbob21

    tweaks on the sss and some DOF

     

    #10663 Score: 0
    Profile photo of Tim Phillips
    Tim Phillips
    Participant
    • Student
    @timbob21

    With DOF on!

    #10670 Score: 0
    Profile photo of hosein Mohamadian
    hosein Mohamadian
    Participant
    • Lighting TD
    @hossein-mohamadian

    #MAYA#Arnold#aistandard

    .

    #10671 Score: 0
    Profile photo of hosein Mohamadian
    hosein Mohamadian
    Participant
    • Lighting TD
    @hossein-mohamadian

    #maya #arnold #aistandard

    #10678 Score: 0
    Profile photo of Tim Phillips
    Tim Phillips
    Participant
    • Student
    @timbob21

    colour getting a bit closer, yellow a bit too green!!!!colours getting closer!! yellow a bit green though....

     

    #10685 Score: 0
    Profile photo of NEO-N
    NEO-N
    Participant
    • Progressively Rendering...
    @neo-n

    @toms-seglins : reduce the Ray Epsilon value to fix the shadow artefact. When I set-up the scene I had the same thing with Octane.

    #10695 Score: 0
    Profile photo of NEO-N
    NEO-N
    Participant
    • Progressively Rendering...
    @neo-n

    .

    #10696 Score: 0
    Profile photo of alex
    alex
    Participant
    • Technical Artist
    @alexwheezy

    The first iteration. I started my work by creating a procedural basic texture in Houdini. Shading has not been done at all.

    red_grape_v01

    #10700 Score: 0
    Profile photo of Tim Phillips
    Tim Phillips
    Participant
    • Student
    @timbob21

    final try!

     

    #10701 Score: 0
    Profile photo of Tim Phillips
    Tim Phillips
    Participant
    • Student
    @timbob21

     

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