venkat Posted April 23, 2011 Share Posted April 23, 2011 (edited) HI everyone, Can anyone help me how to create a ICEBERG shader This is the example video link Edited April 24, 2011 by venkat Quote Link to comment Share on other sites More sharing options...
dayvbrown Posted April 27, 2011 Share Posted April 27, 2011 HI everyone, Can anyone help me how to create a ICEBERG shader This is the example video link Hi venkat, This effect can be time consuming from a render perspective but some basic tips to get you on the way - This is very easy to do with the surface model shop, the elements you'll need to concentrate on are - Diffuse - now technically the use of diffuse here is not so accurate but hey, fark it, you can add significant detail by using a low intensity diffuse with a texture map. Try looking up some icy aerial shots, they can be great for adding detail at the right scale. Subsurface - this is one of the most important aspects of iceberg shading, use multiple scattering and adjust the attenuation density as required by your scene scale, also adjust the subsurface colour to a nice light blue. Reflect - you will want to use a sharper reflection (smaller specular angle) Refraction - you'll likely only want this on the edges in close ups, from afar the sss will be doing this for you. You'll also want to add some displacement. If you've got a nice map then great but you'll get much finer detail levels and control using the various noises in houdini. Start with an anti-aliased noise or a turbulent noise and mix from there. Probably most important of all is a good HDR for the lighting and reflections!! Depending on what render engine you are using (micropoly\pbr\raytrace) you can use the hdr differently but putting it in an environment light is a good start. Now having said all this, the surface model can be... slow. So if you'd like to build up a shader from scratch this is probably a good excercise to do it with. Same elements are involved, you just put them together separately. You'll want reflected light, refracted light (both of which can be accessed in several ways, trace is useful or as described), sss-multiple which will require you to output a point cache using the "sss scatter" sop from your geometry, plus the displacement as above. You can also multiply all of these elements by any maps or procedurals you have to get the details. Hope all this helps somehow... Dave. Quote Link to comment Share on other sites More sharing options...
venkat Posted May 6, 2011 Author Share Posted May 6, 2011 Thank u very much Dave, this is very helpful for me. Quote Link to comment Share on other sites More sharing options...
venkat Posted May 20, 2011 Author Share Posted May 20, 2011 (edited) Hai guys, Finally I wrote an Iceberg shader. This is my video link. Still improving shader. Need suggestions......... give me rating for 10. So that I will get an idea of how much I have to improve. This is my video link...... http://www.vimeo.com/kalyanreddy/videos Thank u @@VENKAT@@ Edited May 20, 2011 by venkat Quote Link to comment Share on other sites More sharing options...
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