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I-robot kind of shader in H


kensonuken

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Is there anyway to create a shader which looks very similar to Irobot`s shader. It looks like something in between sss and Translucency. Can anybody guide me how to start this shader?

First Thing you have to know is. In the Movie I Robot you see not only a shader on a Polygone chest. Its a combination of alot of Renderlayers. I mean the final Result you see on this I robot is more than 5 Layers. that means, that the diffuse lighting inside the material is nothing more like a blurred transparency. They dont build a large shader, they layerd it in Nuke. Bye the way is the best way to control the light wich scatters through the surface of the robots. and its the right way.

Conclusion:

you only have to build some nice transparency Layers. you have to build blur masks,too. Then compose it in Nuke^^^

bye bye

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so i think using sss with blurred transp will give the desired output

its your desission wich effect do you wanna get by using that way. The Layerstyle saves much time because you dont need to re render and you can change the lighting and the global sss light in compositing wthout the need of rerender...

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u can refer to the technique used by pixar in nemo and here is the PDF from siggraph

http://www.renderman.org/RMR/Publications/sig03.course09.pdf

look at the # Wayne Wooten - Translucency Tricks

# Byron Bashforth - Rendering Fish Guts for "Finding Nemo"

chapter.

then us preview reply,u can do layer with each one contain specifique data, blurred duffision + SSS +Translusence+u can add event Refraction to it

u can try multiple comibnation of this effect.

u can a little bit of realism to the render using similar technique to this one wich tend to fake the SSS and give the look of too layer quickly

here is the Ref

http://www.fundza.com/rman_shaders/subsurf...ture/index.html

http://www.hosok2.com/project/subsurface/subsurface.html

and for the Spec u can using a Phong material or if u already have a cook torrance spec that would give more realisme.

hope that help

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thanks for the reply Saber

I got the info in rsl but the thing is that Im not able to get all these things using Illumloops in H.

like ive been trying to figure out to get gloss function in Illumloops but stuck since couple of months... I badly need some help regarding illum loops... but thanks alot for few suggestions...

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