Sunday, December 11, 2011

Week 9

The breakdown of my surface shader.
continuation of the breakdown.
the golden dog.

did a golden dog shader exercise in class today, am so proud of myself. 
managed to get the render passes out and followed the lesson very attentively.
heheheheh.

Monday, December 5, 2011

Test !!

my golden spoon.

my breakdown.


so thats my golden spoon shader.


added specular and reflectivity which i had multiply nodes


to get the nodes together. i had an intensity node too


to tweak the reflectivity. thats about it.

Thursday, December 1, 2011

Assignment 1 Final


Reference Photo.

My Glass Jar.

My Glass Shader Breakdown.

My Glass Shader Surface Shader Breakdown.

this is the process of my work.

enjoyyyy (:

Monday, November 28, 2011

Work in progress (part 2)






tweaking of nodes and trying to figure out how to add a shadow to my surface shader.

definitely i did render quite a few frames to see how my glass shader progress as i adjust

its promoted parameters such as specular and the intensity for its reflectitvity.

besides, i tried out different lights such as environment light and distant light to see which

lighting would make my scene render in a better lighting and faster. i've realised that it is not

necessary to have a distant light. which an environment light is sufficient enough to have a good lighting.

another thing i took note of was the output node, mantra. having a higher quality means increasing

of sampling. this also means a longer waiting time for my scene to render.

lastly for the ground,  i added a stainless steel material to make my glass shader reflect on the ground

itself to show more realism.

Friday, November 25, 2011

Work in progress


reference photo1.

reference photo 2.

reference photo 3.


Above are 3 reference photos which were aiding me in my assignment.

I decided to take a close look at my shader, and what i've mentioned in my earlier post,

the attributes or nodes needed for my surface shader are, specular, reflectivity, and

nodes like multiply and add. Promoting parameters are essential in tweaking the values for

my shader. Lastly not forgetting to add a light and a camera for the final set up and render.

In the next post would be houdini files which will show the execution of my work in progress.

Monday, November 21, 2011

Assignment 1

glass jar.
Glass jar:

- specularity
- transparency
- thickness/depth
- reflectivity
- shadow
- noise

Would like to work on a glas jar.
Something that isnt exactly that simple,
but i believe its do-able.

yeapz.

Practical 6

displacement map done in class.

my fire shader.

trying out specular on a surface shader.


the practicals gave me ideals on how i was going to do up my glass shader.

ciaos.