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Full Version: Crystal/Gemstone - Lighting and Texturing
Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rendering, Compositing and Special Effects > Texturing, Lighting and Effects
Meowx
Alright, working on textures here and was kinda saving this for one of the last because I'm not really sure how to do it. (gold and brown parts are untextured yet, ignore):
Click to view attachment
As you can see, it pretty much looks like 3d stuff with a texture slapped on top. It's JUST a color map, no bump, no spec, no nothing; figured I'd ask here before I got hours down the road texturing some method that turns out looking like garbage. Any hints/tutorial links on how to make some nice, deep-esque looking crystal? Preferably without SSS. The settings for the material are pretty minimal atm:
Click to view attachment
Thanks for any tips!!
dblhelix
here's a page, and all i know about the subject is, it says 'crystal' in the headline... ok? maybe you'll find something here:

creating the crystal
robcat2075
A crystal is a transparent ,flat faceted object with reflective facets on the back and some index of refraction set in its transparency.

Modeling that would be a start.
HomeSlice
You could probably make those blue knee caps with a procedural material, but it might get pretty complex. For a start, you might try (will probably need a lot of tweaking):

|Node 1
|- Gradient
|-- fBm
|--- attribute1: transparent
|--- attribute 2: light blue
|-- fBm
|--- attribute1: dark blue
|--- attribute2: transparent
|
|Node 2
|- Attribute: transparency 80%, specular color: white, specular size: 10%, specular intensity: 100%, index of refraction: 0.25%
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