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Thread: ZBrush wax material?

  1. #1
    incurable dumbass Medi8or's Avatar
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    ZBrush wax material?

    Quote Originally Posted by archijam View Post
    [ZBrush waxey material in Lightwave]
    Indeed. Let's not let this 'challenge' be forgotten (if only to get CMT to render his models more in LW )

    I had a few ideas, but perhaps more 'nodey' people than me would have better ones:

    A nice waxey SSS shader (obviously)

    An 'inverse' occlusion shader (that renders the gouges white instead of black).
    - This should also affect the specular channel (shiny on edges, matte in crevices)
    - This should also affect the above SSS channel (translucent on edges, opaque in crevices)

    Any thoughts (corrections) ?
    Just one thought - why not try Dponts curvature node instead of occlusion? ( http://pagesperso-orange.fr/dpont/pl...l_Nodes_2.html )
    Just started playing a bit with it, and I think it can give a result pretty close to ZB render with a bit of tuning..

    (this head is pretty big, so distance in SSS-node and scale in curvature-node needs to be reduced for a normal scale model..)
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    -

    My dongle is small, hard, and purple.

  2. #2
    extremely close...very cool!

  3. #3
    Nice one! Clever occlusion alternative ..

    The colour is close, but needs more orange/brown ..


    (Attached only as googled zbrush reference)
    Model: MacBook Pro 10.6.4 - 2.66 GHz - 4GB - NVD GF GT 330M
    Render: Win7 64 - Core 2 Quad Q9550 2.83GHz - 8GB

  4. #4
    There is an attempt at presetcentral, but the falloff for the crevices is not as convincing as your example, Mediator.

    It uses the 'grit' node addon (see link above).

    Perhaps the gradient beckgound from Zbrush would also help in judging these!
    Model: MacBook Pro 10.6.4 - 2.66 GHz - 4GB - NVD GF GT 330M
    Render: Win7 64 - Core 2 Quad Q9550 2.83GHz - 8GB

  5. #5

    My attempt...

    Great, Medi8or! I make a setup based on yours.

    A changed the colors, specular, glossines and used the occlusion node.
    The "Dponts curvature" seems to be to be more soft... but, anyway... is a test.

    Now I will test this with the "Curvature" and will post here after.

    I has noticed one thing... on the scene, the light needs to be a dome, with a rotation of 45º on pitch axis and an angle of 20º on light setup.

    [ Gradient Backdrop:
    Zenith,Sky and Ground: 024,024,024.
    Nadir: 070,070,070.
    Ground Squeeze: 5.0 ]
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    I'm thinking about the deal.

  6. #6

    Lightbulb Mapping areas

    Now I'm mapping the exposed areas and the inaccessible areas.

    The best way to do this seems to be it: using both (occlusion and curvatures) at the same time.
    In some cases the curvatures difference won't represent the inaccessible areas (attached).
    I liked the "curvatures" so much... thanks for pointing that. Veeery cool!
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    I'm thinking about the deal.

  7. #7

    Files

    Tests and surface file.

    Note: The "Curvatures" node doesn't work with an object with multiple layers that have the same surface (skull and jaw, for example).
    So, in that case, just use two or more (surface1, surface2, etc...) with the same setup. It will work.

    Hugs!
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    I'm thinking about the deal.

  8. #8
    Nice work, can't wait to have a play with this! : thumbs up :
    Model: MacBook Pro 10.6.4 - 2.66 GHz - 4GB - NVD GF GT 330M
    Render: Win7 64 - Core 2 Quad Q9550 2.83GHz - 8GB

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