CSN0309 Posted December 9, 2010 Share Posted December 9, 2010 Hey, guys Looks like it's not a easy task to make a "real" iceberg. i made a shader in Shop network, but i can't get the effect right not-matter how i adjust the parameters inside my shader... i have applied SSS shader to the geometry,,but, as you can see, it's not right... has anyone have suggestion or tips on this effect? Thanks in advance.... ice_1.hipnc Quote Link to comment Share on other sites More sharing options...
CSN0309 Posted December 9, 2010 Author Share Posted December 9, 2010 Quote Link to comment Share on other sites More sharing options...
Macha Posted December 10, 2010 Share Posted December 10, 2010 One idea. It's very slow but perhaps it gives you a starting point. If I was to do this for real I would probably leave SSS aside and try another solution. ice.hip Quote Link to comment Share on other sites More sharing options...
Alanw Posted December 10, 2010 Share Posted December 10, 2010 From looking at your reference image, one thought comes to mind that might help. The iceberg has drastically different surface characteristics on the top sides as opposed to the parts closest to the water. More diffuse, and less translucent. To get the top-most parts of your geoemtry you can compare the y component of your surface normal. If it's 1, then it's pointing up and anything inbetween 1-0 will creep down the side of your surface. This is far from perfect, but you should be able to pull a decent mask for the different areas and layer them together. Alternatively, it might be feasable to assume any areas directly hit by your light will be more diffuse and covered with snow. The areas falling off in shadow being more translucent. Just some food for thought. Good Luck Quote Link to comment Share on other sites More sharing options...
Macha Posted December 10, 2010 Share Posted December 10, 2010 Good idea Alan, I attached an example file of this technique. It contains 2 methods, one group-based one, and a vopsop (which could easily be put into a shader) top.hip Quote Link to comment Share on other sites More sharing options...
CSN0309 Posted December 10, 2010 Author Share Posted December 10, 2010 Thanks Macha and Alanw "try another solution" yes, i think i should turn my attention to this, because i will have larger number of iceberg in my scene. if i apply SSS to my entire scene, i will get very slow rendering for sure... Thanks again, Quote Link to comment Share on other sites More sharing options...
Macha Posted December 10, 2010 Share Posted December 10, 2010 (edited) This is faster, especially if you switch off opacity. (I added Alan's idea into the shader network, sorry if its messy and ad-hoc) Mmmmh, that would make a nice rock project! But it's ice! Nevermind... ice.hip Edited December 10, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
CSN0309 Posted December 17, 2010 Author Share Posted December 17, 2010 Thanks~guys but,how can i get this "color map" into SHOP, so that i can change the diffuse and reflection based on this color map? I have used "get Attribute" node inside SHOP, but it's doesn't work....555~ i know it's shouldn't very hard,,but i just don't know how... Thanks in advance Quote Link to comment Share on other sites More sharing options...
brianburke Posted December 17, 2010 Share Posted December 17, 2010 Thanks~guys but,how can i get this "color map" into SHOP, so that i can change the diffuse and reflection based on this color map? I have used "get Attribute" node inside SHOP, but it's doesn't work....555~ i know it's shouldn't very hard,,but i just don't know how... Thanks in advance try the (new for h11) 'surface color' vop Quote Link to comment Share on other sites More sharing options...
Macha Posted December 17, 2010 Share Posted December 17, 2010 but,how can i get this "color map" into SHOP, so that i can change the diffuse and reflection based on this color map? If a parameter by the same name exists it will automatically be overridden by your attribute. Otherwise use a parameter shop to get it. It is very convenient and beautiful. Quote Link to comment Share on other sites More sharing options...
CSN0309 Posted December 18, 2010 Author Share Posted December 18, 2010 Thanks Macha and brianburke... i didn't notice that there is input called "use point color" inside the surfacecolor node..... very convenience.... Thanks thanks Quote Link to comment Share on other sites More sharing options...
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