kleer001 Posted October 28, 2014 Share Posted October 28, 2014 what kind of settings and modelings too should I consider to replicate this kind of organic look in a cluster of crystals? can I just go from the glass shader? do I need SSS? What should I watch out for with refractions and total light on the surface? Any random advice or things to think about? Has anyone made a shader for crystals? Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted October 28, 2014 Share Posted October 28, 2014 (edited) Here are some things that I used to do some crystals. Unfortunately i don't have a rendering at hand right now: I created a variety of crystal shapes with a for each loop using booleans. This worked surprisingly well. Next I created a system to semi randomly place those individual crystals to get the whole structure according to my needs. For rendering these are a couple of things that helped (beware, rendering times will go through the roof): - create internal geometry (cracks, bubbles, dirt) at rendertime using the vex volume procedural and rendering it as an isosurface. - use a varying IOR and maybe include some birefringement (double refraction) - for ultimate realism you should consider a small amount of dispersion - those quartz crystals tend to get cloudy at their root. Some SSS, very glossy refractions and/or translucency can help There are ressources which explain all the interesting optical phenomena that can happen in various crystals. I can see if I can find some RnD files on a backup drive, but chances are I don't have them anymore. Cheers, Dennis Edited October 28, 2014 by dennis.albus 5 Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 28, 2014 Author Share Posted October 28, 2014 Thanks for the quick reply! That's some good stuff to go from. Quote Link to comment Share on other sites More sharing options...
up4 Posted October 29, 2014 Share Posted October 29, 2014 There was a thread here some years ago about dispersion. I'm wondering where the bundled material/shaders are now in H13. Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 29, 2014 Author Share Posted October 29, 2014 OH yea, super nice! I wish I had a bit more time to chew through that stuff. The thing I'm working on is for the Splash Screen contest and that's due Saturday. Eeep. There was a thread here some years ago about dispersion. I'm wondering where the bundled material/shaders are now in H13. Quote Link to comment Share on other sites More sharing options...
pbarua Posted October 31, 2014 Share Posted October 31, 2014 Take a look at this: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22724 Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 31, 2014 Author Share Posted October 31, 2014 Pretty! Lots of good ideas in here. I'm just out of time. More homework for later though Take a look at this: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22724 Quote Link to comment Share on other sites More sharing options...
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