texturing/rendering help

Discussions about the use of Realflow in Autodesk Maya
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Herbert
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texturing/rendering help

Postby Herbert » Thu Dec 14, 2006 12:05 pm

Realflow is referencing the .bin files


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Herbert
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texturing/rendering help

Postby Herbert » Thu Dec 14, 2006 12:07 pm

Nevertheless we can take a look over the scene with of the mesh - for the beginning - or you can just email me a few bin-files to setup up the scene on a single frame - i think that should work

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Ls3D
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texturing/rendering help

Postby Ls3D » Thu Dec 14, 2006 6:01 pm

BTW I used to composite AO passes, but then figured out I could simply build AO into my shader network, putting the texture maps (if any) in the bright slot of the AO shader, or by placing the diffuse color as the bright value. Not sure how this works in Maya as I'm a Max shop.

The next breakthrough was realizing I could exclude my fluid from the AO by object ID, otherwise the fluid would always look dark as it was fully occluded across the surfaces.

Compositing AO is still very cool because of the control post pro gives you (layer screening, multiplying, opacity etc), but getting the GI look right out of your render engine is neato also. FYI - Material override is the shortcut to AO passes.

Another tip is to use falloff, or fresnel shaders to control opacity and reflections, placing a raytracer in the 'facing away' part of the shader for example, and by using the fresnel shader to control opacity so that polygons 'facing towards' the camera are more opac than the edges of your fluid - emulating reality no?

Sorry if this is gibberish and I'll be glad to clarify.

Now I'm off to browse Herbert's videos for samples of bikini / water interaction!

Rock on!

-Shea :walkman:
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shaun_michael
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texturing/rendering help

Postby shaun_michael » Thu Dec 14, 2006 6:13 pm

Now I'm off to browse Herbert's videos for samples of bikini / water interaction!

I think the script for bikini/water interaction would be something like:-

Code: Select all

Smile = beach.getBikini()
if smile > widthOfFace
   bikini.addWater()
else beach = beach.getNewView()

I need to get out more

Shaun

ps - Thom, I like the camera motion you've got there. Looks very natural for a POV shot. Sorry i can't help with the shading other than what Shea says about the fresnel (or incidence angle) shading for both reflection and transparency.

thomwickes
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texturing/rendering help

Postby thomwickes » Mon Dec 18, 2006 4:29 pm

Hi Guys - ok, so I completely forgot I booked friday off work, so I've had no internet access until now. Also, I was stupid enough to forget to bring in my scene file on my usb stick, so I won't be able to email the file until tomorrow...grrrrr...


Shea, I have to admit I got kinda lost there :)
Sounds interesting though, I'll have to play around with ambient occlusion on this one - did you say to not use AO on the fluid mesh itself?

I liked this bit

"Another tip is to use falloff, or fresnel shaders to control opacity and reflections, placing a raytracer in the 'facing away' part of the shader for example, and by using the fresnel shader to control opacity so that polygons 'facing towards' the camera are more opac than the edges of your fluid - emulating reality no?"

Anyone know how to work this in maya?

Shaun - loved the script - couldn't get it to work properly though :(
I was really pleased with the camera motion - just animated it quite quickly and think I was quite lucky!

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Ls3D
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texturing/rendering help

Postby Ls3D » Mon Dec 18, 2006 5:58 pm

Did you say to not use AO on the fluid mesh itself?

Well in a composite situation it can be quite interesting, but the point I was stressing was that you should be able to exclude the fluid from AO 'detection', then you can avoid the problem of the fluid darkening the flood planes - when using AO based shaders.

-S :walkman:
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