cspears2002 Posted July 14, 2009 Share Posted July 14, 2009 Can anyone give me some hints on creating an electron microscope shader? Not quite sure how to start... Thanks. Quote Link to comment Share on other sites More sharing options...
anim Posted July 14, 2009 Share Posted July 14, 2009 as a start you can try Simple Ramp material from the library with some displacement Quote Link to comment Share on other sites More sharing options...
Alanw Posted July 14, 2009 Share Posted July 14, 2009 Can anyone give me some hints on creating an electron microscope shader? Not quite sure how to start...Thanks. I would start with a Fresnel VOP. Take it's "kr" output and multiply it with your surface color or opacity. I'd also try an eta of around 0.75. Quote Link to comment Share on other sites More sharing options...
Jason Posted July 14, 2009 Share Posted July 14, 2009 I would start with a Fresnel VOP. Take it's "kr" output and multiply it with your surface color or opacity. I'd also try an eta of around 0.75. Yup! And a common hack for a Fresnel-like effect is pow( dot(N,I), exponent ) -- like what you get out of an Edge Falloff VOP. Sometimes it's a little more controllable. Quote Link to comment Share on other sites More sharing options...
cspears2002 Posted July 17, 2009 Author Share Posted July 17, 2009 Well, I used the Fresnel VOP like an earlier user suggested. In general I like the look but the shader seemed to have flattened my lighting. Am I doing something wrong? microworld_v01_4.hipnc Quote Link to comment Share on other sites More sharing options...
cspears2002 Posted July 17, 2009 Author Share Posted July 17, 2009 Ah ha! I got better results by creating a shader utilizing this formula: Cf = 1 - abs(dot(normalize(N), normalize(I))) However, I have lost the shadow that my diatom casts on the surface that I created. Not sure why.... microworld_v01_5.hipnc Quote Link to comment Share on other sites More sharing options...
sam.h Posted July 17, 2009 Share Posted July 17, 2009 (edited) Yup, you didn't add in any diffuse or specular. Fresnel is completely independent of lighting direction. I don't really see 'lighting' in electron microscope images, maybe if you use a simple shader like that and add lots of geometry detail with displacements and little bits of debris... ? microworld_v01_5.hipnc Edited July 17, 2009 by sam.h Quote Link to comment Share on other sites More sharing options...
sam.h Posted July 17, 2009 Share Posted July 17, 2009 I put the fresnel inside a illuminance loop to multiply by the shadows, then multed by the diffuse, could be interesting microworld_v01_6.hipnc Quote Link to comment Share on other sites More sharing options...
cspears2002 Posted July 19, 2009 Author Share Posted July 19, 2009 Ok I think I nailed it. I used a shader created with this formula: Cf = 1 - abs(dot(normalize(N), normalize(I))) For the surface that my diatom rests on, I used a Riverbed Displacement shader as well. I rendered the scene out as one pass. Then I rendered an ambient occlusion pass. Finally, I combined the two passes in COPs with a Multiply COP. Let me know what you think! microworld_v02_5.hipnc Quote Link to comment Share on other sites More sharing options...
cspears2002 Posted July 19, 2009 Author Share Posted July 19, 2009 Ok I think I nailed it. I used a shader created with this formula: Cf = 1 - abs(dot(normalize(N), normalize(I)))For the surface that my diatom rests on, I used a Riverbed Displacement shader as well. I rendered the scene out as one pass. Then I rendered an ambient occlusion pass. Finally, I combined the two passes in COPs with a Multiply COP. Let me know what you think! Adjusted brightness and contrast in COPs. microworld_v02_6.hipnc Quote Link to comment Share on other sites More sharing options...
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