r1ver Posted April 26, 2014 Share Posted April 26, 2014 In Renderman or VRay shader, there is flake parameters. How to make equivalent flake in Mantra, like this http://renderman.pixar.com/view/TGT_Car#Car%20Paint? Thanks! Quote Link to comment Share on other sites More sharing options...
stu Posted April 28, 2014 Share Posted April 28, 2014 You could try this: http://www.orbolt.com/asset/_danylyon::PBR_layered_material Quote Link to comment Share on other sites More sharing options...
r1ver Posted April 28, 2014 Author Share Posted April 28, 2014 It's a nice product uber shader, but, it's a black box. I want to know how to make flake in VOP Quote Link to comment Share on other sites More sharing options...
jkunz07 Posted April 28, 2014 Share Posted April 28, 2014 Maybe something like thisflake.hip 1 Quote Link to comment Share on other sites More sharing options...
swapnil.andraskar Posted May 10, 2014 Share Posted May 10, 2014 want to kno about sea shader Quote Link to comment Share on other sites More sharing options...
eetu Posted May 13, 2014 Share Posted May 13, 2014 Wenzel Jacob put his Siggraph 2014 papers online - a very good theoretical basis for doing this properly. http://www.cs.cornell.edu/projects/stochastic-sg14/ Now there is only this small detail of implementing it.. Quote Link to comment Share on other sites More sharing options...
danylyon Posted May 13, 2014 Share Posted May 13, 2014 Hi I made the "black box" shader. ;-) (Altough I don't think it's a black box, it's written in VEX which is easier to read than a VOP network in my opinion).. I actually started setting the flakes up in a VOP network. I'm attaching it here. It's an "artistic" approach, I guess the paper above might give better result. flakes.hip Quote Link to comment Share on other sites More sharing options...
stevegh Posted May 13, 2014 Share Posted May 13, 2014 Beautiful! The voronoi noise is how I went about it also. Quote Link to comment Share on other sites More sharing options...
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