October 22, 2017 at 11:55 am #10559
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!
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: [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.
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.
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!October 23, 2017 at 3:29 am #10593
- Freelance MTS/TD @ Axis Animation
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.
Will probably do like last time, share my scene once the challange is over.
Thanks for looking 🙂This post has received 2 votes up.October 23, 2017 at 10:11 am #10608
- Motion Designer
Ridiculous first entry. Keep up the good work!October 23, 2017 at 4:32 pm #10609
- Maybe doing some R&D
Sick entry 😀October 23, 2017 at 10:53 pm #10621
- CGI Generalist
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.
TomOctober 24, 2017 at 10:34 am #10625
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 😀October 25, 2017 at 1:39 pm #10638
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.
BertOctober 25, 2017 at 8:17 pm #10646
@bertvandenbosch, Blender uses different coordinate system than Maya (what I use), you’ll have to eyeball it 🙂October 26, 2017 at 12:51 pm #10656October 26, 2017 at 12:56 pm #10657
All Arnold 5 and mostly procedural apart from SSS strength mapOctober 26, 2017 at 4:58 pm #10662October 26, 2017 at 4:58 pm #10663
With DOF on!October 26, 2017 at 8:09 pm #10670October 26, 2017 at 8:25 pm #10671
#maya #arnold #aistandardOctober 26, 2017 at 10:20 pm #10678
colour getting a bit closer, yellow a bit too green!!!!October 27, 2017 at 7:45 am #10685
- Progressively Rendering...
@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.October 27, 2017 at 2:25 pm #10695
- Progressively Rendering...
.October 27, 2017 at 3:42 pm #10696
- Technical Artist
The first iteration. I started my work by creating a procedural basic texture in Houdini. Shading has not been done at all.October 27, 2017 at 11:10 pm #10700October 27, 2017 at 11:10 pm #10701
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