tag:blogger.com,1999:blog-8891763460666914642024-03-08T16:25:50.528+01:00El Brujo de la TribuArtículos sobre Blender y alguna cosa máselbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.comBlogger95125tag:blogger.com,1999:blog-889176346066691464.post-20286224844369912752015-08-05T09:07:00.002+02:002015-08-05T12:52:22.280+02:00Blender Cycles: Using a Python Script in a Material NodeHi. Today I'm going to show you how to execute a python script in a node.<br />
<br />
<span style="color: red;"><i>Hola. Hoy voy a mostrar como ejecutar un script hecho en python y dentro de un nodo. </i></span><br />
<br />
These are the steps to get it:<br />
<ol>
<li>Create the python script</li>
<li>Register the python script to be used</li>
<li>Add a driver to a node</li>
<li>Reload the blend file</li>
</ol>
<span style="color: red;"><i>Estos son los pasos para conseguirlo: </i></span><br />
<ol>
<li><span style="color: red;"><i>Crear el script en lenguaje python</i></span></li>
<li><span style="color: red;"><i>Registrar el script que se desea usar</i></span></li>
<li><span style="color: red;"><i>Añadir un driver al nodo</i></span></li>
<li><span style="color: red;"><i>Volver a carga el archivo blend </i></span></li>
</ol>
<h2>
<span style="color: red;"><i>
</i></span>1. Create the python script / <i><span style="color: red;">Crea el script en python</span></i></h2>
<br />
First of all you need to open a <b>Text Editor</b> in any window of your blend file.<br />
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<i><span style="color: red;">Primero de todo necesitas abrir el Editor de Texto en cualquier ventana de tu archivo blend.</span></i> <br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-r3HoMkhLuLM/VcCu8oVeHgI/AAAAAAAAHrY/CiWM3qA9yDs/s1600/create_driver00.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="http://2.bp.blogspot.com/-r3HoMkhLuLM/VcCu8oVeHgI/AAAAAAAAHrY/CiWM3qA9yDs/s320/create_driver00.png" width="320" /></a></div>
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Press on the <b>New </b>button to create a new script.<br />
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<i><span style="color: red;">Pulsa el botón New para crear un script nuevo.</span></i> <br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-88pFHbSLmvQ/VcCvEd4jEtI/AAAAAAAAHrg/81XzjM40HC4/s1600/create_driver01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://1.bp.blogspot.com/-88pFHbSLmvQ/VcCvEd4jEtI/AAAAAAAAHrg/81XzjM40HC4/s320/create_driver01.png" width="320" /></a></div>
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Type the name of you script. IMPORTANT: It must be ended with ".py" extension. So Blender can execute the code.<br />
<br />
<span style="color: red;"><i>Teclea el nombre de tu script. IMPORTANTE: Debe estar acabado con la extensión ".py". Así Blender puede executar el código.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-4uT3WTsAPCw/VcCvWW7_frI/AAAAAAAAHro/arS-6NDlYTc/s1600/create_driver02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://2.bp.blogspot.com/-4uT3WTsAPCw/VcCvWW7_frI/AAAAAAAAHro/arS-6NDlYTc/s320/create_driver02.png" width="320" /></a></div>
<br />
I recommend you to check these three buttons to make the editor to be friendly with python programming.<br />
<br />
<span style="color: red;"><i>Os recomiendo marcar estos tres botones para hacer que el editor sea más amigable con la programación en python.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-r1PW3kDIQTo/VcCwj-gZY9I/AAAAAAAAHr0/stqcOWsHT8s/s1600/create_driver03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://3.bp.blogspot.com/-r1PW3kDIQTo/VcCwj-gZY9I/AAAAAAAAHr0/stqcOWsHT8s/s320/create_driver03.png" width="320" /></a></div>
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Type you script. In my example it is the function foo, which returns the value 0.25.<br />
<br />
<span style="color: red;"><i>Escribe tu script. En my ejemplo es la función foo, que devuelve el valor 0.25.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-SdE3Z0UGXG0/VcCxe5p-0tI/AAAAAAAAHr8/AvMrziM7y80/s1600/create_driver04.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://4.bp.blogspot.com/-SdE3Z0UGXG0/VcCxe5p-0tI/AAAAAAAAHr8/AvMrziM7y80/s320/create_driver04.png" width="320" /></a></div>
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<h2>
2. Register the python script to be used / <span style="color: red;"><i>Registra el script de python para que se pueda usar</i></span></h2>
<br />
The script must include this line at the end:<br />
<br />
<span style="color: red;"><i>El script debe incluir esta línea en el final:</i></span><br />
<br />
<span style="font-family: "Courier New",Courier,monospace;"> bpy.app.driver_namespace['foo'] = foo</span><br />
<br />
<span style="font-family: "Courier New",Courier,monospace;"><span style="font-family: Times,"Times New Roman",serif;">So it lets you to use the function 'foo' in a driver expression.</span></span><br />
<br />
<span style="font-family: "Courier New",Courier,monospace;"><span style="font-family: Times,"Times New Roman",serif;"><span style="color: red;"><i>Así te permite usar la función 'foo' en una expresión de un driver.</i></span> </span> </span><br />
<br />
IMPORTANT: Check <b>Register </b>option on the menu bar of the editor. Then the script will be loaded when you open the blend file.<br />
<br />
<span style="color: red;"><i>IMPORTANTE: Marca la opción Register (registrar) en la barra de menú del editor. Así el script se cargará cuando abras el archivo blend.</i></span> <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-FgsbXc24jA4/VcCyEE2wTlI/AAAAAAAAHsE/b4B2y2Xdup4/s1600/create_driver05.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="http://2.bp.blogspot.com/-FgsbXc24jA4/VcCyEE2wTlI/AAAAAAAAHsE/b4B2y2Xdup4/s320/create_driver05.png" width="320" /></a></div>
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<h2>
3. Add a driver to a node / <span style="color: red;"><i>Añadir el driver a un nodo</i></span></h2>
If you want to execute your script in a node you need to add a driver to a node parameter (node input). Press RMB over the parameter and select <b>Add Driver</b> in the menu. In my example I have added the driver in the Roughness parameter of a Diffuse node.<br />
<br />
<span style="color: red;"><i>Si quieres ejecutar tu script en un nodo necesitas añadir un driver a un parámetro del nodo. Presiona el botón derecho del ratón sobre el parámetro y selecciona Add Driver (añadir driver) en el menú. En mi ejemplo he añadido el driver al parámetro Roughness de un nodo Diffuse. </i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-KUY8sBO4JJk/VcC0EQGkwdI/AAAAAAAAHsQ/-voRwDkNfkU/s1600/create_driver06.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="http://4.bp.blogspot.com/-KUY8sBO4JJk/VcC0EQGkwdI/AAAAAAAAHsQ/-voRwDkNfkU/s320/create_driver06.png" width="320" /></a></div>
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The parameter changes its background color, showing that a driver has been added to it.<br />
<br />
<span style="color: red;"><i>El parámetro cambia su color de fondo, mostrando que un driver ha sido añadido a él.</i></span> <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-MNo6tD6NsAA/VcC0_mNfi6I/AAAAAAAAHsY/GkVw8ngr_pM/s1600/create_driver07.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="http://2.bp.blogspot.com/-MNo6tD6NsAA/VcC0_mNfi6I/AAAAAAAAHsY/GkVw8ngr_pM/s320/create_driver07.png" width="320" /></a></div>
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<br />
Now you need to open a <b>Graph Editor</b> in a window of your blend file.<br />
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<span style="color: red;"><i>Ahora necesitas abrir el Editor de Gráficos (Graph Editor) en una ventana de tu archivo blend.</i></span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-uQvAq2xWqEg/VcC1sSZLSjI/AAAAAAAAHso/2XP5Hj0FCfE/s1600/create_driver09.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="184" src="http://1.bp.blogspot.com/-uQvAq2xWqEg/VcC1sSZLSjI/AAAAAAAAHso/2XP5Hj0FCfE/s320/create_driver09.png" width="320" /></a></div>
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And select <b>Drivers </b>on the menu bar.<br />
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<i><span style="color: red;">Y selecciona Drivers en la barra de menús.</span></i> <br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-iSsrH8QvW5s/VcC10meupyI/AAAAAAAAHsw/YGf0NmZE5VQ/s1600/create_driver08.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="185" src="http://1.bp.blogspot.com/-iSsrH8QvW5s/VcC10meupyI/AAAAAAAAHsw/YGf0NmZE5VQ/s320/create_driver08.png" width="320" /></a></div>
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On the left side unfold the tree until you see the Roughness label and press<b> N</b> to show the properties panel. There you can configure the driver.<br />
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<span style="color: red;"><i>A la izquierda despliega el árbol hasta que veas la etiqueta Roughness y presiona N para mostrar el panel de propiedades. Ahí puedes configurar el driver.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-_NS0GvGU64k/VcC3DHRDGAI/AAAAAAAAHs8/O4bMeOJAxX8/s1600/create_driver10.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="184" src="http://3.bp.blogspot.com/-_NS0GvGU64k/VcC3DHRDGAI/AAAAAAAAHs8/O4bMeOJAxX8/s320/create_driver10.png" width="320" /></a></div>
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There are four types of drivers. In this article I select Scripted Expression type and write "foo()" in the Expression textbox. Also you can use variables in your driver. This is very useful to work with arithmetic expressions. In my example I don't use them.<br />
<br />
<span style="color: red;"><i>Hay cuatro tipos de drivers. En este artículo selecciono el tipo Scripted Expression (espresión de script) y tecleo 'foo()' en el cuadro de texto Expression (expresión). También puedes añadir variables al tu driver. Esto es muy útil para trabajar con expresiones aritméticas. En mi ejemplo yo no las uso.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-SvKCnUMMuBo/VcC4YSCNCEI/AAAAAAAAHtE/DGZmVJIxD5E/s1600/create_driver11.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="185" src="http://4.bp.blogspot.com/-SvKCnUMMuBo/VcC4YSCNCEI/AAAAAAAAHtE/DGZmVJIxD5E/s320/create_driver11.png" width="320" /></a></div>
<h2>
4. Reload the blend file / <span style="color: red;"><i>Recargar el archivo blend</i></span></h2>
The script will be executed when the blend file is loaded. But if you open the file an alert is shown. The message says <i>'Auto-run disabled'</i>, and appears two buttons in the info menu bar. You can reload the file executing its scripts (pressing the button <b>Reload Trusted</b>) or continue working in the file (pressing <b>Ignore</b>). This is to prevent malicious scripts. Also an error message is shown in the Drivers panel.<br />
<br />
<span style="color: red;"><i>El script se ejecutará cuando se carge el archivo blend. Pero si abres el archivo se muestra una alerta. El mensaje dice 'Auto-run disabled' (auto-execución deshabilitada), y aparecen dos botones in la barra de menú. Puedes volver a cargar el archivo y ejecutar sus scripts (presionando el botón Reload Trusted o recarga de confianza) o continuar trabajando con el archivo (presionando Ignore o ignorar). Esto previene la ejecución de scripts maliciosos. También se muestra un mensaje de error en el panel Drivers.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-lPcia8msuAY/VcDvZrSEeAI/AAAAAAAAHtY/nXnJKnnvyWM/s1600/create_driver12.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="165" src="http://2.bp.blogspot.com/-lPcia8msuAY/VcDvZrSEeAI/AAAAAAAAHtY/nXnJKnnvyWM/s320/create_driver12.png" width="320" /></a></div>
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By default all blend files are not allowed to execute scripts. If you want to disable this protection you can go <b>File Preferences</b> and check <b>Auto Run Python Scripts</b>.<br />
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<span style="color: red;"><i>Por defecto no se permite ejecutar script a todos los archivos blend. Si quieres deshabilitar esta protección puedes ir a las preferencias de archivo y marcar Auto Run Python Scripts o auto ejecutar scripts de python.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-54wkS1s0fOI/VcDvbQRnAmI/AAAAAAAAHtg/NjdDE69Gz38/s1600/create_driver13.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="210" src="http://2.bp.blogspot.com/-54wkS1s0fOI/VcDvbQRnAmI/AAAAAAAAHtg/NjdDE69Gz38/s320/create_driver13.png" width="320" /></a></div>
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Once you have loaded the file and execute the script you will see the Roughness parameter with the value returned by the foo function.<br />
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<span style="color: red;"><i>Una vez que hayas cargado el archivo y ejecutado el script verás el parámetro Roughnes con el valor devuelto por la función foo.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/--W5o4F_FRwY/VcDvb3-n8cI/AAAAAAAAHtk/fg16fWdtcWQ/s1600/create_driver14.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="http://4.bp.blogspot.com/--W5o4F_FRwY/VcDvb3-n8cI/AAAAAAAAHtk/fg16fWdtcWQ/s320/create_driver14.png" width="320" /></a></div>
<br />
In my next article I will show something more interesting to make with drivers.<br />
<br />
<span style="color: red;"><i>En mi próximo artículo mostraré algo más interesante que hacer con drivers.</i></span><br />
<br />
Bye<br />
<br />
<span style="color: red;"><i>Hasta la vista</i></span><br />
<br />
<br />
<br />
<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0tag:blogger.com,1999:blog-889176346066691464.post-59864480181018999942015-08-04T10:59:00.003+02:002015-08-04T10:59:37.023+02:00Blender Cycles: Map Range Node for MaterialsHi. Today I'm going to show you how to make a Map Range node for Cycles materials. I have used this node a lot in my materials. This node takes a value in a range (between a maximum and a minimum) and
translates it into a value for another range. In CG this is called
mapping.<br />
<br />
<span style="color: red;"><i>Hola. Hoy os voy a mostrar como hacer un nodo Map Range (mapeo de rango) para materiales en Cycles. Yo he usado mucho este nodo en mis materiales. Este nodo toma un valor dentro de un rango (entre un máximo y un mínimo) y lo traduce en un valor para otro rango. Esto se conoce com mapeo en graficos por ordenador.</i></span><br />
<br />
The <b>Map Range</b> node exists in Blender, but only for compositing.<br />
<br />
<span style="color: red;"><i>El nodo Map Range ya existe in Blender, pero solo para postproducción.</i></span> <br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-EjJSeOuF2UU/VcB5aXwp1eI/AAAAAAAAHq0/wBfOpVoPtOw/s1600/maprange_00.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://1.bp.blogspot.com/-EjJSeOuF2UU/VcB5aXwp1eI/AAAAAAAAHq0/wBfOpVoPtOw/s320/maprange_00.png" width="320" /></a></div>
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You can make a node group for Cycles materials which works exactly the same as the compositing one. This is its setup:<br />
<br />
<span style="color: red;"><i>Tú puedes hacer un grupo de nodos para materiales de Cycles que funcione exactamente igual que el de postproducción.</i><i> Esta es su configuración:</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-dzq3oL68pzw/VcB8wyqQyRI/AAAAAAAAHrA/BmGbL_dLGgc/s1600/maprange_03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="145" src="http://4.bp.blogspot.com/-dzq3oL68pzw/VcB8wyqQyRI/AAAAAAAAHrA/BmGbL_dLGgc/s320/maprange_03.png" width="320" /></a></div>
<br />
Now you can use the Map Range node in your materials. For instance, you can experiment with textures.<br />
<br />
<span style="color: red;"><i>Ahora puedes usar el nodo Map Range en tus materiales. Por ejemplo, puedes experimentar con texturas.</i></span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-5OCmH55kZ9g/VcB8yTdp-UI/AAAAAAAAHrI/xqJpVnZylss/s1600/maprange_04.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="108" src="http://4.bp.blogspot.com/-5OCmH55kZ9g/VcB8yTdp-UI/AAAAAAAAHrI/xqJpVnZylss/s320/maprange_04.png" width="320" /></a></div>
<i><br /></i>
<i>Bye</i><br />
<span style="color: red;"><i><br /></i></span>
<span style="color: red;"><i>Hasta la vista</i></span><br />
<br />
<br />
<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0tag:blogger.com,1999:blog-889176346066691464.post-49723693629811152252015-01-19T17:50:00.003+01:002016-01-12T09:31:30.652+01:00Some Tutorials about CG ConceptsHi everybody! These are some interesting video tutorials about CG concepts:<br />
<br />
<ul>
<li><a href="https://www.youtube.com/watch?v=4z_BBgHXumA" target="_blank">From Cube to Awesomeness: Getting Started in CG</a></li>
<li><a href="https://software.intel.com/en-us/articles/simulating-real-world-film-lighting-techniques-in-3d" target="_blank">Simulating Real-world Film Lighting Techniques in 3D</a> (EDIT) </li>
<li><a href="https://www.youtube.com/watch?v=O8i7OKbWmRM" target="_blank">Understanding (Scene) Composition</a></li>
<li><a href="http://www.blenderguru.com/tutorials/understanding-colors/" target="_blank">Understanding Colors</a> </li>
<li><a href="http://www.3dartistonline.com/news/2015/04/24-things-you-need-to-know-about-lighting/?hootPostID=a303a68f39f2b4bd6163cc15bbe6da64" target="_blank">24 things you need to know about lighting</a> </li>
<li><a href="http://www.blenderguru.com/tutorials/mastering-lighting/" target="_blank">Mastering Lighting</a></li>
<li><a href="http://3d.about.com/od/Creating-3D-The-CG-Pipeline/tp/8-Tips-To-Increase-Realism-In-Your-Renders.htm" target="_blank">8 Tips to Increase the Photo-Realism in Your Render</a> </li>
<li><a href="https://www.youtube.com/watch?v=6KJKJff56Ds" target="_blank">How To Set Up High Key Lighting in Blender</a></li>
<li><a href="http://www.creativeshrimp.com/bokeh-tutorial-for-cg-artists.html" target="_blank">Bokeh Tutorial for CG Artists</a></li>
<li><a href="http://boundlessblending.blogspot.in/2015/07/7-ways-you-can-pull-off-more-realistic.html" target="_blank">7 Ways you can pull off more Realistic Renders</a> </li>
</ul>
Last edit: 28/04/2015elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0tag:blogger.com,1999:blog-889176346066691464.post-64250273310936190342014-09-17T15:09:00.003+02:002014-09-17T15:09:40.650+02:00Blender Compositing: How to create a Vignetting EffectHi all friends! <br />
<br />
<span style="color: red;"><i>Hola a todos!</i></span><br />
<br />
<br />
<span class="" id="result_box" lang="en"><span class="hps">The</span> <span class="hps">vignetting</span> <span class="hps">is</span> a <span class="hps alt-edited">technique</span> which <span class="hps">simulates a kind of</span> <span class="hps">effect caused by </span><span class="hps">traditional camera</span> <span class="hps">lens</span><span class=""> on its pictures. It consists of</span><span class="hps"> the</span> <span class="hps">corners of the image</span> <span class="hps">appear dimmed</span><span>.</span> D<span class="hps">igital cameras</span> <span class="hps">mimics</span> <span class="hps">this effect to</span><span class="hps"> give</span> <span class="hps">an artistic touch</span> <span class="hps">to the photo</span><span class="">.</span></span><br />
<br />
<span style="color: red;"><i>El <a href="http://es.wikipedia.org/wiki/Vi%C3%B1eteado" target="_blank">viñeteado </a>es una ténica que simula efectos producidos por la lente en cámaras tradicionales en sus fotos. Consiste en que las esquinas de la imagen aparecen oscurecidas. En las cámaras digitales se imita este efecto para dar un toque artístico a la foto.</i></span><br />
<br />
You can create a vignetting effect in Blender through compositing. I'm going to take a render and create this effect through the node editor.<br />
<br />
<i><span style="color: red;">En Blender se puede crear un efecto de viñeteado a través de la postproducción (compositing). Voy a tomar un render y con ayuda de nodos crearé el efecto.</span></i><br />
<br />
Firtsly I have placed an <i>Ellipse Mask</i> node for creating the rounded shape. You can see the Viewer output on the right bottom corner.<br />
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<i><span style="color: red;">En primer lugar tomaré el nodo Máscara Elíptica (Ellipse Mask) con el objetivo de generar la forma redondeada. En la esquina inferior derecha puedes ver el resultado del nodo Viewer.</span></i><br />
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<a href="http://2.bp.blogspot.com/-C2O11_EHHDc/VBkwR-iWcEI/AAAAAAAAGUw/TtKX1LuCQs4/s1600/node_mask.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-C2O11_EHHDc/VBkwR-iWcEI/AAAAAAAAGUw/TtKX1LuCQs4/s1600/node_mask.png" height="172" width="320" /></a></div>
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After that I have used a <i>Blur </i>node to create a gradient between the white and black parts of my mask. In my tests I have used the Fast Gaussian method of the node, but for your final version you can use other methods, which are slower but produce better results.<br />
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<i><span style="color: red;">Después utilizaremos un nodo Blur para crear un degradado entre la parte blanca y la parte negra de mi máscara. Para las pruebas he utilizado el método Fast Gaussian de éste nodo, aunque para la versión final puedes usar alguno de los otros métodos más lentos pero que producen mejores resultados.</span></i><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-m8gRVUq-VBk/VBkwR3w9oLI/AAAAAAAAGUk/eCzytPkTx58/s1600/node_mask_blur.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-m8gRVUq-VBk/VBkwR3w9oLI/AAAAAAAAGUk/eCzytPkTx58/s1600/node_mask_blur.png" height="172" width="320" /></a></div>
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Now I can connect my render with the mask. I have used a Mix node (with mix mode) so I have gotten the render with a rounded balck border arount it.<br />
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<span style="color: red;"><i>Ahora es el momento de conectar nuestra imagen renderizada con la máscara. Utilizando un nodo Mix (tipo de mezcla mix) podemos crear un borde redondeado oscuro alrededor de la imagen.</i></span><br />
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<a href="http://4.bp.blogspot.com/-0GN-Xp8LfSQ/VBkwTqhwCaI/AAAAAAAAGV4/4HTxovgjsr8/s1600/vignetting_basic_dark.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-0GN-Xp8LfSQ/VBkwTqhwCaI/AAAAAAAAGV4/4HTxovgjsr8/s1600/vignetting_basic_dark.png" height="248" width="320" /></a></div>
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We can change the black border by a dark version of the render, as it ocurrs in photographic cameras. I have used a Hue Saturation Value node, increasing the Saturation parameter and decreasing the Value parameter. The Invert node is not needed here (you only have to change de image order in the Mix node), but if you want to test other mix modes like Overlay or Darken, it's needed using the Mix node on this way.<br />
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<span style="color: red;"><i>Podemos sustituir un el borde negro por una versión oscurecida de nuestro render, como ocurre con las cámaras fotográficas. Para ello he utilizado un nodo Hue Saturation Value, aumentando el parámetro Saturation y reduciendo el parámetro Value. El nodo Invert (invertir) no es necesario en este ejemplo (sólo tienes que cambiar el orden de las imágenes en el nodo Mix), pero si deseas experimertar con otros tipos de mezcla como Overlay o Darken, es más útil usar el nodo Mix de esta manera.</i></span><br />
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<a href="http://1.bp.blogspot.com/-xX9gsaBcb2Y/VBkwSswPUuI/AAAAAAAAGV8/VxYCjH9QU3o/s1600/node_vignetting_hsv.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-xX9gsaBcb2Y/VBkwSswPUuI/AAAAAAAAGV8/VxYCjH9QU3o/s1600/node_vignetting_hsv.png" height="203" width="320" /></a></div>
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In the Mix node you can use other mix modes or use a Color Ramp node or a RGB Curves node to control the mixing factor. <br />
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<span style="color: red;"><i>En el nodo Mix puedes usar otros modos de mezcla o usar un nodo Color Ramp o de Curvas RGB para controlar el factor de mezcla.</i></span><br />
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<a href="http://2.bp.blogspot.com/-D2AHnufN8Pw/VBkwS5W8UDI/AAAAAAAAGWE/PMiwNqyLgNQ/s1600/node_vignetting_overlay2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-D2AHnufN8Pw/VBkwS5W8UDI/AAAAAAAAGWE/PMiwNqyLgNQ/s1600/node_vignetting_overlay2.png" height="202" width="320" /></a></div>
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Finally, it exists another mask node with a rectagular shape. It is called <i>Box Mask</i> node. So you can create a rectagular vignetting.<br />
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<span style="color: red;"><i>Por último existe también otro nodo de máscara con forma rectangular (Box Mask). De este modo puedes crear un viñeteado rectangular.</i></span><br />
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<a href="http://2.bp.blogspot.com/-39lGh6-X4_U/VBkwTfUq7gI/AAAAAAAAGWI/l-IGlz1pr4E/s1600/node_vignetting_square.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-39lGh6-X4_U/VBkwTfUq7gI/AAAAAAAAGWI/l-IGlz1pr4E/s1600/node_vignetting_square.png" height="202" width="320" /></a></div>
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Or through tweaking the margins you can create a horizontal gradient in the center of the image.<br />
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<i><span style="color: red;"> O jugando con los márgenes crear una especie de degradado horizontal en el centro de la imagen.</span></i><br />
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<a href="http://2.bp.blogspot.com/-rDF7ChkEH_c/VBkwTwvy3xI/AAAAAAAAGVM/32CN9Gx1Sbc/s1600/vignetting_horizontal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-rDF7ChkEH_c/VBkwTwvy3xI/AAAAAAAAGVM/32CN9Gx1Sbc/s1600/vignetting_horizontal.png" height="202" width="320" /></a></div>
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I hope you like it this mini tutorial. <br />
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<span style="color: red;"><i>Espero que os haya gustado este mini tutorial.</i></span><br />
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<a href="http://1.bp.blogspot.com/-ehl8tRqd0CQ/VBkwUPunECI/AAAAAAAAGV0/ZisxKg5oe5o/s1600/vignetting_hsv.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-ehl8tRqd0CQ/VBkwUPunECI/AAAAAAAAGV0/ZisxKg5oe5o/s1600/vignetting_hsv.jpg" height="240" width="320" /></a></div>
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Bye!<br />
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<span style="color: red;"><i>Hasta la vista!</i></span><br />
<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com2tag:blogger.com,1999:blog-889176346066691464.post-31629588431961666052014-08-14T14:53:00.000+02:002014-08-14T14:55:47.272+02:00SSS Plastic MaterialHi everybody. Today I'm going to show you how to make a realistic plastic material like this:<br />
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<a href="http://2.bp.blogspot.com/-CmGPNHkS7Go/UwspHeZlUeI/AAAAAAAAERY/p9vVf3IAosc/s1600/abstract_funky_cube2hErev4_gplus.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-CmGPNHkS7Go/UwspHeZlUeI/AAAAAAAAERY/p9vVf3IAosc/s1600/abstract_funky_cube2hErev4_gplus.png" height="180" width="320" /></a></div>
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<a href="http://3.bp.blogspot.com/-qVGa-XS9iUA/U-yfdJF69nI/AAAAAAAAF8M/F8JWaGHTp0M/s1600/plastic_sss_preview_9z17.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-qVGa-XS9iUA/U-yfdJF69nI/AAAAAAAAF8M/F8JWaGHTp0M/s1600/plastic_sss_preview_9z17.jpg" height="165" width="320" /></a></div>
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<a href="http://4.bp.blogspot.com/-y43J_905Gvw/U-ymtmMHywI/AAAAAAAAF8o/XDiyMZxGU4Q/s1600/plastic_sss_preview_12z17.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-y43J_905Gvw/U-ymtmMHywI/AAAAAAAAF8o/XDiyMZxGU4Q/s1600/plastic_sss_preview_12z17.jpg" height="165" width="320" /></a></div>
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Firstly, I recommend you to see<a href="https://www.youtube.com/watch?v=5U4tgCvkQY4" target="_blank"> this video tutorial</a> about how to setup a SSS node in Cycles made by @pauljs75. <br />
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The overall setup of the yellow plastic is as follows:<br />
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<a href="http://3.bp.blogspot.com/-RHvUMNAYrpI/U-yeaV3ZIGI/AAAAAAAAF7k/fsYvJ2rKqk0/s1600/node_sss_plastic_09.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-RHvUMNAYrpI/U-yeaV3ZIGI/AAAAAAAAF7k/fsYvJ2rKqk0/s1600/node_sss_plastic_09.png" height="172" width="320" /></a></div>
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I have used two SSS nodes to get my base SSS material. I have used the method explained in the video tutorial. The color of the <i>SSS </i>node is the base color of the shader. The color of the <i>RGB </i>node is the scattered color. <br />
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<a href="http://2.bp.blogspot.com/-2RTmUyS8Wzc/U-yebFeAWWI/AAAAAAAAF7g/K1n2s4OytIk/s1600/node_sss_plastic_09_sss.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-2RTmUyS8Wzc/U-yebFeAWWI/AAAAAAAAF7g/K1n2s4OytIk/s1600/node_sss_plastic_09_sss.png" height="237" width="320" /></a></div>
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(I should have created a node group with this setup)<br />
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Also I have added a diffuse node to reduce the noise of my material.<br />
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<a href="http://4.bp.blogspot.com/-Iuciv6Cl1Ug/U-yeaUI5PvI/AAAAAAAAF7Y/-JAEXhCln6o/s1600/node_sss_plastic_09_dif.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-Iuciv6Cl1Ug/U-yeaUI5PvI/AAAAAAAAF7Y/-JAEXhCln6o/s1600/node_sss_plastic_09_dif.png" height="240" width="320" /></a></div>
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Finally I have added some basic glossiness to my material<br />
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<a href="http://2.bp.blogspot.com/-pXRBFlrKNMs/U-yeaSaOEaI/AAAAAAAAF7Q/L5K7vFLHVB4/s1600/node_sss_plastic_09_glos.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-pXRBFlrKNMs/U-yeaSaOEaI/AAAAAAAAF7Q/L5K7vFLHVB4/s1600/node_sss_plastic_09_glos.png" height="237" width="320" /></a></div>
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The red plastic is slightly different. Here you can see the node detail:<br />
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<a href="http://4.bp.blogspot.com/-XzVvgaWgmJg/U-ypkg_VsdI/AAAAAAAAF9E/m2jD20YARKo/s1600/node_sss_plastic_12_sss.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-XzVvgaWgmJg/U-ypkg_VsdI/AAAAAAAAF9E/m2jD20YARKo/s1600/node_sss_plastic_12_sss.png" height="202" width="320" /></a></div>
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<a href="http://3.bp.blogspot.com/-T7QbR20j_Gk/U-ypklZMhiI/AAAAAAAAF9I/-6QCdF-4bg4/s1600/node_sss_plastic_12_dif.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-T7QbR20j_Gk/U-ypklZMhiI/AAAAAAAAF9I/-6QCdF-4bg4/s1600/node_sss_plastic_12_dif.png" height="248" width="320" /></a></div>
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<a href="http://3.bp.blogspot.com/-oOZgIyPnu6M/U-ypkjmLcpI/AAAAAAAAF88/oZE-y8WVVVM/s1600/node_sss_plastic_12_glos.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-oOZgIyPnu6M/U-ypkjmLcpI/AAAAAAAAF88/oZE-y8WVVVM/s1600/node_sss_plastic_12_glos.png" height="185" width="320" /></a></div>
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As the SSS materials are very noise, I strongly recommend you to use compositing and <i>bilateral blur</i> nodes to get a good render. You can find some video tutorials explaining this on CGCoockie:<br />
<ul>
<li><a href="http://Using Blender’s Bilateral Blur Compositing Node" target="_blank">Using Blender’s Bilateral Blur Compositing Node</a></li>
<li><a href="http://cgcookie.com/blender/2014/02/25/noise-reduction-compositor/" target="_blank">Noise Reduction with the Compositor</a></li>
</ul>
I used it in my <a href="http://elbrujodelatribu.deviantart.com/art/Funky-Cube-436369036" target="_blank">Funky Cube render</a> in the begining of this article.<br />
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<i>Bye</i><br />
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<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com6tag:blogger.com,1999:blog-889176346066691464.post-55650932893564296782014-04-02T14:32:00.000+02:002014-04-02T14:32:02.697+02:00La muerte de Windows XP El próximo 8 de abril de 2014 Microsoft va a dejar de dar soporte técnico a Windows XP ¿Qúe significa ésto? Si en su hogar o en su empresa sigue utilizando todavía Windows XP es necesario que vaya pensando ya en un cambio de sistema operativo, bien a una versión posterior de Microsoft o bien a otro tipo de sistema operativo, por ejemplo uno basado en Linux como Ubuntu. Estas son las razones por las que debe plantearse ya esta cuestión:<br />
<ul>
<li>Los programas que esté usando dejarán de tener versiones y actualizaciones para Windows XP. Es sólo cuestión de tiempo que dejen de tener en sus páginas web versiones de los programas para él. Muchos programas de software libre ya han anunciado que sus próximas versiones no estarán disponibles para XP, por lo que tendrá que trabajar con programas antiguos.</li>
<li>Si se compra un periférico nuevo o cualquier dispositivo que conecte con un ordenador, los fabricantes ya no crearán drivers para XP. Ratones, impresoras o cámaras de fotos nuevas le indicarán que sus drivers y su software es sólo otras versiones de Windows.</li>
<li>Entornos de ejecución de programas, como Java o Flash, dejarán de actualizar su software para windows XP, con lo que los programas nuevos que se ejecuten en ellas podrían dar problemas. Por ejemplo muchas aplicaciones de firma electrónica web usan Java. ¿Qué pasará cuando la web de Hacienda o la Seguridad Social pida una versión de Java no soportada por Windows XP?</li>
<li>Los navegadores tampoco se actualizarán. Por ejemplo la última versión del Microsoft Internet Explorer para XP en la 8. En Windows 7 y 8 puede usar hasta la 11. Muchos sitios web pueden empezar a pedir que como mínimo sea necesario utilizar la versión 9 u otras posteriores para que funcionen todos sus componentes. Dejará de ver de forma adecuada esas páginas o incluso no podrá utilizarlas.</li>
<li>Los creadores de virus y malware seguirán buscando recovecos de XP para ejecutar sus programas dañinos. Los antivirus de versiones XP podrían dejar de actualizarse de manera adecuada en cualquier momento. Con el tiempo esos equipos serán más vulnerables.</li>
</ul>
En definitiva, el resultado de la "muerte" de Windows XP seguramente sea más pernicioso que el efecto 2000 para aquellos que todavía trabajen con ese sistema operativo, como es mi caso. elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com2tag:blogger.com,1999:blog-889176346066691464.post-40430342529049091012014-03-11T18:28:00.000+01:002014-04-01T17:50:19.933+02:00Blender Cycles: Rendering Tips (WIP)Hi everybody. In this article I'm going to write brief tips that I use in my cycles renders. I hope they will be useful for you. This article is in process.<br />
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<span style="color: red;"><i>Hola a todos. En este artículo voy a ir poniendo breves consejos que yo mismo utilizo en mis renders. Espero que os sean útiles. Este artículo está en elaboración.</i></span><br />
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<ul>
<li>For creating a plastic or ceramic material use a mixture between a <i>Diffuse </i>node and a <i>Glossy </i>node.<span style="color: red;"><i> </i></span></li>
</ul>
<ul>
<li><span style="color: red;"><i>Para crear un material de tipo plástico o cerámico usa una mezcla entre un nodo difuso (Diffuse) y un nodo de brillo (Glossy)</i></span></li>
</ul>
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<a href="http://1.bp.blogspot.com/-Q98hWdnZlgU/Ux9GNI5xCaI/AAAAAAAAETk/oAeAa31mmc8/s1600/plastic_ceramic_material.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-Q98hWdnZlgU/Ux9GNI5xCaI/AAAAAAAAETk/oAeAa31mmc8/s1600/plastic_ceramic_material.png" height="201" width="320" /></a></div>
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<ul>
<li>For creating a metal material use a mixture between two <i>Glossy </i>nodes.</li>
</ul>
<ul>
<li><i><span style="color: red;">Para crear un material de tipo metal usa una mezcla (Mix) de dos nodos de brillo (Glossy)</span></i></li>
</ul>
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<a href="http://3.bp.blogspot.com/-UUUa5Pl8prA/Ux9GNPGuabI/AAAAAAAAETo/eCPt6h5OHjo/s1600/metal_material.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-UUUa5Pl8prA/Ux9GNPGuabI/AAAAAAAAETo/eCPt6h5OHjo/s1600/metal_material.png" height="209" width="320" /></a></div>
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<ul>
<li>In the real world there are not completely diffuse materials. A<span class="" id="result_box" lang="en"><span class="hps">lmost all materials</span> <span class="hps">reflect</span> <span class="hps">light at</span> <span class="hps">gracing</span> <span class="hps">angles</span> <span class="hps">at least</span><span class=""> (for example, paper). So use always some kind of reflection.</span></span></li>
<li><i><span style="color: red;">En el mundo real no hay materiales completamente difusos. Casi todos los materiales reflejan luz al menos en angulos cercanos al paralelo de la superficie (por ejemplo el papel). Así que usa siempre algún tipo de reflexión.</span></i></li>
</ul>
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<ul>
<li>Using Fresnel or Facing factors for glossiness makes the materials for curved or spherical surfaces more realistic.</li>
<li><span style="color: red;"><i>Usar factores Fresnel o Facing para el brillo hace los materiales de superficies curvas o esféricas más realistas.</i></span></li>
</ul>
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<a href="http://1.bp.blogspot.com/-IGgsJNuooqo/Ux9GNO5mlxI/AAAAAAAAETs/PKT8AzscRfc/s1600/fresnel_facing_factor.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-IGgsJNuooqo/Ux9GNO5mlxI/AAAAAAAAETs/PKT8AzscRfc/s1600/fresnel_facing_factor.png" height="315" width="320" /></a></div>
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<ul>
<li>Kind of Glossiness depending on the roughness value:</li>
<ul>
<li>0.0 > <i>Sharp</i>. This option ignores the roughness value.</li>
<li>Less than 0.3 > <i>Beckmann</i> </li>
<li><span style="color: red;"><span style="color: black;">Greater than 0.3 > <i>GGX</i>. It is more realistic.</span></span><i><span style="color: red;"><br /></span></i></li>
</ul>
</ul>
<ul>
<li><i><span style="color: red;">Tipo de brillo (Glossy) según el valor de la aspereza:</span></i></li>
<ul>
<li><i><span style="color: red;">0.0 >> Sharp. Se ignora el valor con este tipo).</span></i></li>
<li><i><span style="color: red;">Menor que 0.3 >> Beckmann </span></i></li>
<li><i><span style="color: red;">Mayor que 0.3 >> GGX. Es más realista.</span></i></li>
</ul>
</ul>
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<ul>
<li>Don't use colors with <i>Value</i> (in HSV format)<i> </i>greater than 0.8 for <i>Diffuse</i>, <i>Glossy</i>, <i>Velvet </i>and <i>Anisotropic </i>shaders. It produces fireflies in renders and <span class="short_text" id="result_box" lang="en"><span class="hps">rarely occurs in</span> <span class="hps">the real world.</span></span></li>
<li><span class="short_text" id="result_box" lang="en"><span class="hps"><span style="color: red;"><i>No use colores con valor (en formato HSV) mayor de 0.8 para shaders difuso, de brillo, de tercipelo o anisótropo. Produce puntos luminosos en los renders y raramente ocurren en el mundo real.</i></span></span></span></li>
</ul>
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<a href="http://1.bp.blogspot.com/-Rh9cx_z7m4U/Ux-RfqD3YYI/AAAAAAAAEUo/TxFwxoa_R_k/s1600/color_no_transparent.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-Rh9cx_z7m4U/Ux-RfqD3YYI/AAAAAAAAEUo/TxFwxoa_R_k/s1600/color_no_transparent.png" height="320" width="282" /></a></div>
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<ul>
<li>In shaders which let light rays go inside the surface of objects, that is, <i>Glass</i>, <i>Refraction</i>, <i>Translucent </i>and <i>SSS </i>shaders, use a <i>Value </i> (in HSV format)<i> </i>near to 1.0. Otherwise you will get too opaque materials or with a very dark transparence.</li>
<li><i><span style="color: red;">En shaders que dejan pasar los rayos de luz dentro de los objetos, es decir, shaders de vidrio, refracción, translúcido o de dispersión bajo superficie, usa un valor (en formato HSV) próximo a 1.0. De otro modo conseguirás materiales demasiado opacos o con una transparencia muy oscura.</span></i></li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-vxUs6bISGYc/Ux-Rf6VCdyI/AAAAAAAAEUk/MFlCkOxf5bA/s1600/color_transparent.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-vxUs6bISGYc/Ux-Rf6VCdyI/AAAAAAAAEUk/MFlCkOxf5bA/s1600/color_transparent.png" height="320" width="277" /></a></div>
<br />
<ul>
<li>For reducing the noise of your render you should increase the number of samples, not the number of bounces.</li>
<li><span style="color: red;"><i>Para reducir el ruido de tu render deberías incrementar el número de samples, nunca de bounces.</i></span></li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-0oHP99ZO_YY/Ux9HiFjNw_I/AAAAAAAAEUM/zXsskHPqMa0/s1600/increase_samples.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-0oHP99ZO_YY/Ux9HiFjNw_I/AAAAAAAAEUM/zXsskHPqMa0/s1600/increase_samples.png" height="320" width="276" /></a></div>
<br />
<ul>
<li><i>Meshlights </i>(objects with emission shader) don't produce <i>Shadow </i>pass. If you need it for your compositing, you must use <i>Lamps</i>.</li>
</ul>
<ul>
<li><i><span style="color: red;">Los objetos de luz (objetos con shader de emisión) no producen pase de sombra. Si lo necesitas en tu postproducción debes usar lámparas. </span></i></li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-HWYZv3zcdmU/UyAat0kDumI/AAAAAAAAEVg/O2aQ_DbHMew/s1600/shadow_pass_compare_letters.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-HWYZv3zcdmU/UyAat0kDumI/AAAAAAAAEVg/O2aQ_DbHMew/s1600/shadow_pass_compare_letters.png" height="180" width="320" /></a></div>
<br />
<br />
<ul>
<li>You can use <i>Ambient Occlusion</i> node in your material without checking <i>Ambient Occlusion</i> in the <i>World </i>setup. The <i>Distance </i>parameter is activated, so you can configure how AO works.</li>
</ul>
<ul>
<li><span style="color: red;"><i>Puedes usar el nodo de oclusión ambiental en tu material sin marcar oclusión ambiental en la configuración del mundo. El parámetro distancia estará activado, de modo que puedes configurar cómo funciona la oclusión ambiental.</i></span></li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-sQa_FuFVCqs/UyAbC5c3XrI/AAAAAAAAEVs/7CAuPH11WDo/s1600/ao_world.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-sQa_FuFVCqs/UyAbC5c3XrI/AAAAAAAAEVs/7CAuPH11WDo/s1600/ao_world.png" height="199" width="320" /></a></div>
<br />
<ul>
<li>If your material is very noisy, for example those with <i>Translucent </i>shader or <i>SSS </i>shader, use compositing and <i>Bilateral Blur</i> node to avoid it.</li>
</ul>
<ul>
<li><span style="color: red;"><i>Si tu material tiene mucho ruido, por ejemplo aquellos con shader traslúcido (Translucent) o de dispersión bajo superficie (SSS), utiliza postproducción y el nodo de difuminado bilateral (Bilateral Blur) para evitarlo. </i></span></li>
</ul>
<br />
<ul>
<li><i> </i>Remember you can create a procedural World in your scene using Texture nodes.</li>
<li><span style="color: red;"><i> Recuerda que puedes crear un mundo de modo procedral en tu escena usando nodos de texturas.</i></span></li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-utwIN89cC7U/Ud_4uTAAU-I/AAAAAAAACN0/9hoWqALORP0/s1600/stars_world_panel.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-utwIN89cC7U/Ud_4uTAAU-I/AAAAAAAACN0/9hoWqALORP0/s1600/stars_world_panel.png" height="320" width="211" /></a></div>
<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com9tag:blogger.com,1999:blog-889176346066691464.post-81435060484173666122014-02-25T13:52:00.001+01:002014-02-25T13:52:18.861+01:00Red Eroded Coral MaterialHi everybody! Today I'm going to show you how to make a red eroded coral material in blender / cycles:<br />
<br />
<span style="color: red;"><i>¡Hola a todos! Hoy voy a mostraros como hacer un material de tipo coral rojo erosionado con blender y cycles:</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-W4zcBPx8ZwY/Uwtt07HTCfI/AAAAAAAAESE/OPt8Y3IU0_Q/s1600/red_coral_preview_eroded7coral7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-W4zcBPx8ZwY/Uwtt07HTCfI/AAAAAAAAESE/OPt8Y3IU0_Q/s1600/red_coral_preview_eroded7coral7.jpg" height="165" width="320" /></a></div>
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This is the overview of the material: <br />
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<span style="color: red;"><i>Esta es la visión general del material:</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-XKUI8LzfEA8/Uwtw89TnWiI/AAAAAAAAESs/gQJkKEMuotc/s1600/red_coral_overview_node.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-XKUI8LzfEA8/Uwtw89TnWiI/AAAAAAAAESs/gQJkKEMuotc/s1600/red_coral_overview_node.png" height="145" width="320" /></a></div>
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This is the zoom on the left hand side in the material:<br />
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<span style="color: red;"><i>Este es el zoom de la parte izquierda del material:</i></span> <br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-AFAkbEtHA1s/Uwtw82oQlUI/AAAAAAAAESk/h8R1HTICPQg/s1600/red_coral_nodes1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-AFAkbEtHA1s/Uwtw82oQlUI/AAAAAAAAESk/h8R1HTICPQg/s1600/red_coral_nodes1.png" height="201" width="320" /></a></div>
<br />I have mixed three <i>Voronoi Textures</i> to get the bumping of the material (see turquoise frame). I have used a <i>Value</i> node and two <i>Math</i> node with the <i>Multiply</i> option to centralize the scaling my textures. If the value of the Value node is changed, all the textures changes in the same proportion. By plugging these textures in <i>Bump </i>nodes and <a href="http://elbrujodelatribu.blogspot.com.es/2013/07/blender-cycles-chaining-bump-textures.html" target="_blank">chaining them</a> I get a kind of eroded surface.<br />
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Regarding the purple frame, I have used two of the Voronoi textures to find the holes on the surface and set a different color for them. They are the white spots of the coral.<br />
<span style="color: red;"></span><br />
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<i><span style="color: red;">He mezclado tres texturas de tipo Voronoi para conseguir el relieve del material (ver recuadro turquesa). He usado un nodo Valor y dos nodos Matemáticas con la opción Multiplicar para centralizar el escalado de mis texturas. Si se cambia el valor del nodo Valor, todas las texturas cambian en la misma proporción. Conectando estas texturas con nodos de Relieve (Bump) y <a href="http://elbrujodelatribu.blogspot.com.es/2013/07/blender-cycles-chaining-bump-textures.html" target="_blank">encadenándolos</a> conseguimos una especie de superficie erosionada.</span></i><br />
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<i><span style="color: red;">Respecto al recuadro morado, he usado dos de las texturas Voronoi para hallar los agujeros sobre la superficie y darles un color diferente. Son las manchas blancas del coral.</span></i><br />
<span style="color: red;"></span><br />
<span style="color: red;"></span><br />
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<span style="color: red;"><span style="color: black;"><span style="color: red;"><span style="color: black;">The right hand side of the material contains the shaders of it:</span></span> </span></span><br />
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<span style="color: red;"><span style="color: black;"><span style="color: red;"><i>La parte derecha del material contiene los shaders del mismo:</i></span></span></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-r5KWjVgVyzo/Uwtw8ywYEeI/AAAAAAAAESo/C8lQek5GlOc/s1600/red_coral_nodes2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-r5KWjVgVyzo/Uwtw8ywYEeI/AAAAAAAAESo/C8lQek5GlOc/s1600/red_coral_nodes2.png" height="266" width="320" /></a></div>
<span style="color: red;"><span style="color: black;"> </span></span><i><span style="color: red;"> </span></i><br />
<span style="color: red;"><span style="color: black;">The red frame is a simple material: a mixing of a diffuse and glossy shaders with fresnel factor. After that I have added it a Translucent shader. So the material absorbs some light.</span></span><br />
<span style="color: red;"><span style="color: black;"><br /></span></span>
<i><span style="color: red;">El recuadro rojo es un material simple: una mezcla de shaders difuso y de brillo, con un factor de mezcla fresnel. Después de eso le he añadido un shader translúcido. Así el material absorbe algo de luz.</span></i><br />
<span style="color: red;"><span style="color: black;"><br /></span></span>
<span style="color: red;"><span style="color: black;"><br /></span></span>
<span style="color: red;"><span style="color: black;">This is an abstract render which I did with this material (<a href="http://elbrujodelatribu.deviantart.com/art/Coral-Interlocking-Stars-Ball-434862595" target="_blank">HD version here</a>):</span></span><br />
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<i><span style="color: red;">Este es un render abstracto que hice con este material (<a href="http://elbrujodelatribu.deviantart.com/art/Coral-Interlocking-Stars-Ball-434862595" target="_blank">versión HD aquí</a>):</span></i><br />
<span style="color: red;"><span style="color: black;"><br /></span></span>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-jEMD85KPyKg/UwKFxyLS1vI/AAAAAAAAEQo/fio7tP9Fxpg/s1600/abstract_interlocking_stars2_compo_gplus.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-jEMD85KPyKg/UwKFxyLS1vI/AAAAAAAAEQo/fio7tP9Fxpg/s1600/abstract_interlocking_stars2_compo_gplus.png" height="180" width="320" /></a></div>
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<span style="color: red;"><span style="color: black;"></span></span><br />
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<span style="color: red;"><span style="color: black;"><br /></span></span>
<span style="color: red;"><span style="color: black;">Hope you like it. Bye</span></span><br />
<span style="color: red;"><span style="color: black;"><br /></span></span>
<span style="color: red;"><span style="color: black;"><span style="color: red;"><i>Espero que os haya gustado. Hasta la vista</i></span></span></span><br />
<br />
<span style="color: red;"><span style="color: black;"><br /></span></span>
<span style="color: red;"><span style="color: black;"><br /></span></span>elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com1tag:blogger.com,1999:blog-889176346066691464.post-72189401721695603522014-02-11T12:08:00.002+01:002014-02-11T12:10:13.461+01:00Scratched Metal MaterialHi every body. Today I'm going to show you a scratched metal material:<br />
<br />
(1) Preview of the node setup explained in this article<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-rMdMJ_ozEec/UvgI_rdjp6I/AAAAAAAAEPE/E9dp9baTcMM/s1600/scratched_metal_preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-rMdMJ_ozEec/UvgI_rdjp6I/AAAAAAAAEPE/E9dp9baTcMM/s1600/scratched_metal_preview.jpg" height="165" width="320" /></a></div>
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(2) Preview of the node setup with parameters modified for the last render below<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-55AWkbOcrS4/UvgJGR_62wI/AAAAAAAAEPQ/5nrr7pPD-64/s1600/scratched_metal_preview14.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-55AWkbOcrS4/UvgJGR_62wI/AAAAAAAAEPQ/5nrr7pPD-64/s1600/scratched_metal_preview14.jpg" height="165" width="320" /></a></div>
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This is the basic node setup of the material:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-rrh7LjdZFM8/UvgEFcGweWI/AAAAAAAAENk/FOqC9Z7GGvo/s1600/node_scratched_metal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-rrh7LjdZFM8/UvgEFcGweWI/AAAAAAAAENk/FOqC9Z7GGvo/s1600/node_scratched_metal.png" height="121" width="320" /></a></div>
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As you can see, the material is a simple <i>Glossy</i> node wich is added a scratched bumping. You can change the <i>Glossy</i> node by <a href="http://www.blendswap.com/blends/view/69793" target="_blank">another metal</a> or a material of you own.<br />
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The main element of the <i>Scratched Pattern</i> node group is a tweaked <i>Voronoi</i> texture, which produces a streaky pattern:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-OqYtW7DffAA/UvgHGORIz5I/AAAAAAAAEOo/IOhXUoWn-8c/s1600/node_tweak_voronoi.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-OqYtW7DffAA/UvgHGORIz5I/AAAAAAAAEOo/IOhXUoWn-8c/s1600/node_tweak_voronoi.png" height="170" width="320" /></a></div>
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This is the <i>Map Range</i> node group included:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-kKIeBqvCycQ/Uvn5Qq2Dv_I/AAAAAAAAEQA/1Hz5Qe9kDds/s1600/node_map_range2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-kKIeBqvCycQ/Uvn5Qq2Dv_I/AAAAAAAAEQA/1Hz5Qe9kDds/s1600/node_map_range2.png" height="162" width="320" /></a></div>
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This tweaked Voronoi texture produces some spots painted on your texture. The number of spots depends on the Threshold parameter (1.0 for all spots, <1 .0="" a="" apply="" effect="" get="" i="" if="" less="" need="" or="" scratched="" spots="" streaked="" the="" to="" want="" you="">Mapping Vector<!--1--></1><br />
node scaling the texture in this way:<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-iwbg8iX8me8/UvgEHvkfQWI/AAAAAAAAEN8/_pa3dBbSYuI/s1600/node_tweak_voronoi_x2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-iwbg8iX8me8/UvgEHvkfQWI/AAAAAAAAEN8/_pa3dBbSYuI/s1600/node_tweak_voronoi_x2.png" height="197" width="320" /></a></div>
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The<i> Scratched Pattern</i> node group contains eight groups of Mapping-Tweaked Voronoi nodes.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-OwcPFPBODZA/UvgEGOBl8MI/AAAAAAAAENs/G1vasDoQ60Q/s1600/node_scratched_pattern.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-OwcPFPBODZA/UvgEGOBl8MI/AAAAAAAAENs/G1vasDoQ60Q/s1600/node_scratched_pattern.png" height="320" width="249" /></a></div>
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This is the comparison of one <i>Tweaked Voronoi</i> or eight of them with different rotations:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-2b0gQ6K5SwY/UvgHHHV9HzI/AAAAAAAAEOw/0tPGiZjwoss/s1600/streaky9_compare.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-2b0gQ6K5SwY/UvgHHHV9HzI/AAAAAAAAEOw/0tPGiZjwoss/s1600/streaky9_compare.png" height="160" width="320" /></a></div>
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Finally, the eight nodes are mixed using a<i> Darken</i> node. I have done a version of this node adapted for numbers:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-5L_h7qTusPk/UvgEETfbT_I/AAAAAAAAENc/ac5pmLuBV4k/s1600/node_darken.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-5L_h7qTusPk/UvgEETfbT_I/AAAAAAAAENc/ac5pmLuBV4k/s1600/node_darken.png" height="131" width="320" /></a></div>
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Now you can experiment with the <i>Vector/Scale/Threshold</i> parameters of the <i>Scratched Pattern</i> node group. If you scale the pattern too much you will get a kind of stainless steel metal material:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-abuT2hYWRLs/Uvnk5mMB41I/AAAAAAAAEPo/zNYGDAvK_v8/s1600/scratched_metal_streaky_preview19.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-abuT2hYWRLs/Uvnk5mMB41I/AAAAAAAAEPo/zNYGDAvK_v8/s1600/scratched_metal_streaky_preview19.jpg" height="165" width="320" /></a></div>
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Finally here there is a scene made by me using this material (<a href="http://elbrujodelatribu.deviantart.com/art/Scratched-Metal-Letters-432383264" target="_blank">HD version</a><a href="http://elbrujodelatribu.deviantart.com/art/Scratched-Metal-Letters-432383264" target="_blank"> here</a>):<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-Qafp6uqwY1I/UvSWx2f9lhI/AAAAAAAAEMc/jFmPBjfevYY/s1600/letters_scratched7_compo1_gplus.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-Qafp6uqwY1I/UvSWx2f9lhI/AAAAAAAAEMc/jFmPBjfevYY/s1600/letters_scratched7_compo1_gplus.png" height="180" width="320" /></a></div>
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<i>Bye</i><br />
<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com5tag:blogger.com,1999:blog-889176346066691464.post-52687439858134407312014-01-22T11:39:00.001+01:002014-01-23T12:52:01.765+01:00Testing CGTrace's Material BallHi. I have been testing the <a href="http://www.blendswap.com/blends/view/72153" target="_blank">CGTrace's Material Ball</a>:<br />
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Carpaint:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-FP-zCB9658s/Ut-eo72f1yI/AAAAAAAAEGo/0GydysjkxUM/s1600/cgball_carpaint1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-FP-zCB9658s/Ut-eo72f1yI/AAAAAAAAEGo/0GydysjkxUM/s1600/cgball_carpaint1.jpg" height="228" width="320" /></a></div>
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Colombia Gold:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-wdESrdcORU8/Ut-eo1uNIpI/AAAAAAAAEGs/VmSrCfuXxVA/s1600/cgball_colombia_gold.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-wdESrdcORU8/Ut-eo1uNIpI/AAAAAAAAEGs/VmSrCfuXxVA/s1600/cgball_colombia_gold.jpg" height="228" width="320" /></a></div>
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Blood:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-0YuXBy8pPw8/Ut-eoyd91-I/AAAAAAAAEGw/A5RYW02T95M/s1600/cgball_vino4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-0YuXBy8pPw8/Ut-eoyd91-I/AAAAAAAAEGw/A5RYW02T95M/s1600/cgball_vino4.jpg" height="228" width="320" /></a></div>
<br />
Its author, Victor Borges says that it is similar to other testing
scenes used with Mono software. I really like the color strips beside
the ball and the scene loads and renders faster than @Tuqueque's Blender
Ball. However I think it can be improved. I will continue making tests
and post them here in this article.<br />
<br />
<br />
These are more screenshots with the scene modified:<br />
<ul>
<li><a href="http://elbrujodelatribu.blogspot.com/2013/02/car-paint-material.html" target="_blank">Carpaint</a>:</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-ZdnRnqj6y1k/UuD8KIy4DyI/AAAAAAAAEIk/7dKFRgXAnFA/s1600/cgball_carpaint1c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-ZdnRnqj6y1k/UuD8KIy4DyI/AAAAAAAAEIk/7dKFRgXAnFA/s1600/cgball_carpaint1c.jpg" height="228" width="320" /></a></div>
<ul>
<li><a href="http://elbrujodelatribu.blogspot.com.es/2013/01/gold-material.html" target="_blank">Colombia Gold</a>:</li>
</ul>
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<a href="http://1.bp.blogspot.com/-5AHagSGDuZI/UuD8KCFiYPI/AAAAAAAAEIg/BQtC7Q_D39c/s1600/cgball_colombia_goldc.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-5AHagSGDuZI/UuD8KCFiYPI/AAAAAAAAEIg/BQtC7Q_D39c/s1600/cgball_colombia_goldc.jpg" height="228" width="320" /></a></div>
<ul>
<li>Blood:</li>
</ul>
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<a href="http://3.bp.blogspot.com/-H_wGV3tNrbw/UuD8LBNrzcI/AAAAAAAAEI0/WJZjH-qTVJ8/s1600/cgball_vino4c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-H_wGV3tNrbw/UuD8LBNrzcI/AAAAAAAAEI0/WJZjH-qTVJ8/s1600/cgball_vino4c.jpg" height="228" width="320" /></a></div>
<ul>
<li>Colored Glass:</li>
</ul>
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<a href="http://2.bp.blogspot.com/-h_tZhGUizLw/UuD8KEdrPkI/AAAAAAAAEIc/YAGFdVGFwXM/s1600/cgball_iridiscentglasstrampsray006c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-h_tZhGUizLw/UuD8KEdrPkI/AAAAAAAAEIc/YAGFdVGFwXM/s1600/cgball_iridiscentglasstrampsray006c.jpg" height="228" width="320" /></a></div>
<ul>
<li><a href="http://elbrujodelatribu.blogspot.com/2013/07/blender-cycles-chaining-bump-textures.html" target="_blank">Terracotta</a>:</li>
</ul>
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<a href="http://3.bp.blogspot.com/--4TygGk4IR0/UuD8LHXF_xI/AAAAAAAAEI4/sSBSTr9r5QU/s1600/cgball_terracottac.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/--4TygGk4IR0/UuD8LHXF_xI/AAAAAAAAEI4/sSBSTr9r5QU/s1600/cgball_terracottac.jpg" height="228" width="320" /></a></div>
<ul>
<li>Brown Leather:</li>
</ul>
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<a href="http://4.bp.blogspot.com/-gVETdbRvAKE/UuD8LJx_JBI/AAAAAAAAEI8/DG0UXjc0FSM/s1600/cgball_leather_brown.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-gVETdbRvAKE/UuD8LJx_JBI/AAAAAAAAEI8/DG0UXjc0FSM/s1600/cgball_leather_brown.jpg" height="228" width="320" /></a></div>
<br />
These are the tweaks I have done on the blendswap scene:<br />
<ul>
<li>Recalculating all normals</li>
<li>Changing Diffuse materials to roughness 0.1, so they use Oren-Nayard algorithm</li>
<li>Changing Color light to Blackbody 6500 (like a fluorescent or white LED light)</li>
<li>Adding a Cube which wraps all the objects, so the black world is not reflected. Its material is Diffuse RGB(0.6, 0.6, 0.6) and roughness 0.1.</li>
</ul>
<i>Bye.</i><br />
<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com1tag:blogger.com,1999:blog-889176346066691464.post-55629714920440492312014-01-13T12:09:00.003+01:002014-01-13T12:09:46.831+01:00Plastic for Appliances MaterialHi everybody. Today I'm going to show you a simple material, plastic for home or computer appliances.<br />
<br />
<i><span style="color: red;">Hola a todos. Hoy voy a mostraros un material simple, plástico para aparatos domésticos o de informática.</span></i><br />
<br />
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This is my first approach: </div>
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<br /></div>
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<span style="color: red;"><i>Ésta es mi primera aproximación:</i></span> </div>
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<br /></div>
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<a href="http://2.bp.blogspot.com/-9izQ-LQb7VY/UtO82Ziv0AI/AAAAAAAAEDM/2Z-GsjGZEk4/s1600/plastic_electronic_preview8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-9izQ-LQb7VY/UtO82Ziv0AI/AAAAAAAAEDM/2Z-GsjGZEk4/s1600/plastic_electronic_preview8.jpg" height="165" width="320" /></a></div>
<br />
The material is basic: a mix between <i>Diffuse</i> and <i>Glossy</i> shaders. I have used a Facing factor for mixing, because I think it works better with this kind of materials which are not very glossy. As you know Facing reflections only are shown when you see the surface in a grazing angles.<br />
<br />
Also I have added a Voronoi Texture to get a rough effect on the surface. This is the node setup:<br />
<br />
<span style="color: red;"><i>El material es básico: una mezcla entre shaders difuso y de brillo (Glossy).</i></span> <span style="color: red;"><i>He usado un factor Facing para la mezcla, ya que creo que funciona mejor para este tipo de materiales no muy brillantes. Como ya sabéis las reflexiones de tipo Facing sólo se muestran cuando ves la superficie en ángulos casi paralelos a ésta.</i></span><br />
<br />
<span style="color: red;"><i>También he añadido un textura de tipo Voronoi para dar un aspecto rugoso a la superficie.</i><i> Esta es la configuración de nodos:</i></span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-4rbmQlCJIvA/UtO82YV0ugI/AAAAAAAAEDQ/huMFh0bPze0/s1600/node_plastic_electronic8.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-4rbmQlCJIvA/UtO82YV0ugI/AAAAAAAAEDQ/huMFh0bPze0/s1600/node_plastic_electronic8.png" height="133" width="320" /></a></div>
<br />
Also we can modify the material to show a spotty or grainy color. <br />
<br />
<i><span style="color: red;">También podemos modificar el material para mostrar un color moteado o granuloso:</span></i><br />
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<a href="http://4.bp.blogspot.com/-Lxvn608eATA/UtO9mbp1zxI/AAAAAAAAEEI/mVbkoOiQPP0/s1600/plastic_electronic_preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-Lxvn608eATA/UtO9mbp1zxI/AAAAAAAAEEI/mVbkoOiQPP0/s1600/plastic_electronic_preview.jpg" height="165" width="320" /></a></div>
<br />
Just plug the Voronoi Texture into a Color Ramp and then you can colorize the material with little spots.<br />
<br />
<i><span style="color: red;"><span class="" id="result_box" lang="es"><span class="hps">Sólo tiene que conectar</span> <span class="hps">la</span> <span class="hps">textura</span> <span class="hps">Voronoi</span> <span class="hps">en una</span> <span class="hps">rampa</span> <span class="hps">de color y</span> <span class="hps">entonces usted puede</span> <span class="hps">colorear</span> <span class="hps">el material con</span> <span class="hps">pequeños puntos</span><span class="">.</span></span></span></i><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-o9ntYrOAwi4/UtO9me5y0LI/AAAAAAAAEEM/_WQ9h3bCO4s/s1600/node_plastic_electronic6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-o9ntYrOAwi4/UtO9me5y0LI/AAAAAAAAEEM/_WQ9h3bCO4s/s1600/node_plastic_electronic6.png" height="140" width="320" /></a></div>
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<br /></div>
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And finally we can change the <i>Voronoi Texture</i> node for a <i>Noise Texture</i> node, getting a similar result.</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: justify;">
<span style="color: red;"><i>Y finalmente podemos cambiar el nodo de textura Voronoi por por un nodo de textura de Ruido (Noise), obteniendo un resultado similar.</i></span></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-encqWJvZ_cI/UtO9JjcgoXI/AAAAAAAAEDo/vzA8y908R3Y/s1600/plastic_electronic_preview7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-encqWJvZ_cI/UtO9JjcgoXI/AAAAAAAAEDo/vzA8y908R3Y/s1600/plastic_electronic_preview7.jpg" height="165" width="320" /></a></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-BQsunw3W518/UtO9JpP28JI/AAAAAAAAEDs/RqQP4WRNvBc/s1600/node_plastic_electronic7.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-BQsunw3W518/UtO9JpP28JI/AAAAAAAAEDs/RqQP4WRNvBc/s1600/node_plastic_electronic7.png" height="144" width="320" /></a></div>
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<br /></div>
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<i>Bye</i></div>
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<br /></div>
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<i><span style="color: red;">Hasta la vista</span> </i></div>
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<br /></div>
elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com2tag:blogger.com,1999:blog-889176346066691464.post-25155942684947193662014-01-07T14:46:00.002+01:002014-01-07T16:44:51.258+01:00Blender Cycles OSL: Mandelbrot FractalHi. Today I'm going to show you an OSL code to get a <a href="http://en.wikipedia.org/wiki/Mandelbrot_set" target="_blank">Mandelbrot Fractal</a>, like this:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-5lfF_aOw9fo/UrP61VFyACI/AAAAAAAAC9o/WwQ_1HC-p5M/s1600/mandelbrot_fractal1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-5lfF_aOw9fo/UrP61VFyACI/AAAAAAAAC9o/WwQ_1HC-p5M/s1600/mandelbrot_fractal1.jpg" height="320" width="320" /></a></div>
<br />
<br />
This fractal uses the following complex numbers formula:<br />
<br />
<div style="text-align: center;">
Z(n+1) = Z(n) ^ 2 + C</div>
<br />
I have <span class="short_text" id="result_box" lang="en"><span class="hps alt-edited">parameterized the exponent of the formula and the bailout value, that is, the value to stop the iterations. So the code is this</span></span>:<br />
<br />
<pre class="brush:cpp">shader mandelbrot_fractal_zn_zoom(
float Scale = 1.0,
float Zoom = 3.5,
vector Vector = (vector)P,
float CenterX = 0.0,
float CenterY = 0.0,
int MaxIterations = 64,
int Exponent = 2,
float Bailout = 2.0,
output float Fac = 0.0)
{
point p = (point)Vector*Scale/(2*Zoom);
int i = 0;
int j = 0;
int prevIteration = MaxIterations;
float factor = 0.0;
float foo = 0.0;
// Starting point
p[0] += CenterX;
p[1] += CenterY;
// Initialize
point pa = point(0.0);
point pb = point(0.0);
point pc = point(0.0);
// Mandelbrot algorithm
do
{
// z^j
for(j = 1; j < Exponent; j++) {
pc[0] = pa[0] * pb[0] - pa[1] * pb[1];
pc[1] = pa[0] * pb[1] + pa[1] * pb[0];
// for next product
pb[0] = pc[0];
pb[1] = pc[1];
}
// z^exponent + c
pa = pc + p;
pb[0] = pa[0];
pb[1] = pa[1];
i++;
if ((prevIteration == MaxIterations) && (sqrt((pa[0]*pa[0]) + (pa[1]*pa[1])) > Bailout)) {
prevIteration = i + 1;
}
} while (i < prevIteration);
// Factor to colorize
factor = float(i);
foo = sqrt((pa[0]*pa[0]) + (pa[1]*pa[1]));
factor = factor - (log(log(foo))/log(Bailout));
factor = factor / float(MaxIterations);
Fac = factor;
}</exponent></pre>
<br />
And this is the node setup to get the image before:<br />
<br />
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<a href="http://2.bp.blogspot.com/-gglIciA-pA4/UswAlx4pz3I/AAAAAAAAD-Q/pJceoGZEPcg/s1600/node_mandelbrot_exterior.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-gglIciA-pA4/UswAlx4pz3I/AAAAAAAAD-Q/pJceoGZEPcg/s1600/node_mandelbrot_exterior.png" height="77" width="320" /></a></div>
<br />
As it is using a exponential formula, if you change the exponent you can get another fractals (the power node and the color ramp could be slightly different): <br />
<ul>
<li>Exponent 3 </li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-qvqxoEY3j4E/UrP7OcYbm3I/AAAAAAAAC94/j-wrpAw4wO0/s1600/mandelbrot_fractal2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-qvqxoEY3j4E/UrP7OcYbm3I/AAAAAAAAC94/j-wrpAw4wO0/s1600/mandelbrot_fractal2.jpg" height="320" width="320" /></a></div>
<br />
<ul>
<li>Exponent 4</li>
</ul>
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<a href="http://3.bp.blogspot.com/-PMt_ksVSu0Y/UrP7Of9aYAI/AAAAAAAAC98/e3Kzg0NGTPI/s1600/mandelbrot_fractal3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-PMt_ksVSu0Y/UrP7Of9aYAI/AAAAAAAAC98/e3Kzg0NGTPI/s1600/mandelbrot_fractal3.jpg" height="320" width="320" /></a></div>
<ul>
<li>Exponent 6</li>
</ul>
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<a href="http://4.bp.blogspot.com/-J-6Ur4I4vEI/Usv1_YI2kQI/AAAAAAAAD8Q/7ujk594wTFs/s1600/mandelbrot_fractal5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-J-6Ur4I4vEI/Usv1_YI2kQI/AAAAAAAAD8Q/7ujk594wTFs/s1600/mandelbrot_fractal5.jpg" height="320" width="320" /></a></div>
<ul>
<li>Exponent 7</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-vKHw5E26w4g/Usv1_TnUVTI/AAAAAAAAD8U/zWGRUakRdlg/s1600/mandelbrot_fractal6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-vKHw5E26w4g/Usv1_TnUVTI/AAAAAAAAD8U/zWGRUakRdlg/s1600/mandelbrot_fractal6.jpg" height="320" width="320" /></a></div>
<ul>
<li>Exponent 8</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-W6DDnEu39vk/Usv1_xh8bxI/AAAAAAAAD8c/FWJ5nxD2FVk/s1600/mandelbrot_fractal7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-W6DDnEu39vk/Usv1_xh8bxI/AAAAAAAAD8c/FWJ5nxD2FVk/s1600/mandelbrot_fractal7.jpg" height="320" width="320" /></a></div>
<ul>
<li>Exponent 9</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-Krlulf5o288/Usv1_zhX08I/AAAAAAAAD8k/YNpWLsjrJZI/s1600/mandelbrot_fractal8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-Krlulf5o288/Usv1_zhX08I/AAAAAAAAD8k/YNpWLsjrJZI/s1600/mandelbrot_fractal8.jpg" height="320" width="320" /></a></div>
<ul>
<li>Exponent 11</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-LU7YTy5CG7E/Usv1_Z-RT2I/AAAAAAAAD8Y/gRmo8La5zxU/s1600/mandelbrot_fractal10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-LU7YTy5CG7E/Usv1_Z-RT2I/AAAAAAAAD8Y/gRmo8La5zxU/s1600/mandelbrot_fractal10.jpg" height="320" width="320" /></a></div>
<br />
<br />
You can see other fractal renders using this code <a href="http://elbrujodelatribu.deviantart.com/gallery/40947948" target="_blank">here</a>.<br />
<br />
<br />
<i>Bye</i><br />
<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com2tag:blogger.com,1999:blog-889176346066691464.post-33396835053539093112013-12-04T09:23:00.006+01:002013-12-04T09:23:55.946+01:00Renders of Leather Material Updated<div class="separator" style="clear: both; text-align: center;">
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</div>
These are the renders included in the <a href="http://www.blendswap.com/blends/view/66659" target="_blank">blend file in blendswap</a>:<br />
<ul>
<li>Black Leather - New</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-JQ-egcGZj4U/Up33gO7K8LI/AAAAAAAAC8Q/BIwaeUDtbBY/s1600/lb_leather_black_new.019.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-JQ-egcGZj4U/Up33gO7K8LI/AAAAAAAAC8Q/BIwaeUDtbBY/s1600/lb_leather_black_new.019.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Black Leather - Worn</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-Pa8WkPDNmys/Up31pjKAjPI/AAAAAAAAC58/4KL6Hf71QQU/s1600/lb_leather_black_008.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-Pa8WkPDNmys/Up31pjKAjPI/AAAAAAAAC58/4KL6Hf71QQU/s1600/lb_leather_black_008.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Black Leather - Cracked</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-OJ4gXeXuc7o/Up31pvukrUI/AAAAAAAAC5w/Oogg5h1sCRA/s1600/lb_leather_black_013.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-OJ4gXeXuc7o/Up31pvukrUI/AAAAAAAAC5w/Oogg5h1sCRA/s1600/lb_leather_black_013.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Brown Leather - New</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-82NzYw66Z-U/Up33gAgW8ZI/AAAAAAAAC8M/6bPOm-IuJHE/s1600/lb_leather_brown_new.019.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-82NzYw66Z-U/Up33gAgW8ZI/AAAAAAAAC8M/6bPOm-IuJHE/s1600/lb_leather_brown_new.019.noise.jpg" height="320" width="320" /></a> </div>
<ul>
<li>Brown Leather - Worn</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-5pvEjjvNvvk/Up31pp5N9CI/AAAAAAAAC50/hxuT07sOHVE/s1600/lb_leather_brown_008.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-5pvEjjvNvvk/Up31pp5N9CI/AAAAAAAAC50/hxuT07sOHVE/s1600/lb_leather_brown_008.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Brown Leather - Cracked</li>
</ul>
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<a href="http://1.bp.blogspot.com/-5jGwIi-w_-E/Up31qCaZa5I/AAAAAAAAC6I/IDPp-ffl2Bs/s1600/lb_leather_brown_013.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-5jGwIi-w_-E/Up31qCaZa5I/AAAAAAAAC6I/IDPp-ffl2Bs/s1600/lb_leather_brown_013.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Dark Brown Leather - New</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-sL0xAdPo9Fs/Up338YlmPKI/AAAAAAAAC8o/M6lmMfsjmSA/s1600/lb_leather_darkbrown_new.019.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-sL0xAdPo9Fs/Up338YlmPKI/AAAAAAAAC8o/M6lmMfsjmSA/s1600/lb_leather_darkbrown_new.019.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Dark Brown Leather - Worn</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-E7GRt66T8QM/Up31qoJ-FXI/AAAAAAAAC6M/vKccsayeKtU/s1600/lb_leather_darkbrown_008.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-E7GRt66T8QM/Up31qoJ-FXI/AAAAAAAAC6M/vKccsayeKtU/s1600/lb_leather_darkbrown_008.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Dark Brown Leather - Cracked</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-_kHtguX9Cgo/Up31qpg9daI/AAAAAAAAC6c/_KD-aTaNZtg/s1600/lb_leather_darkbrown_013.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-_kHtguX9Cgo/Up31qpg9daI/AAAAAAAAC6c/_KD-aTaNZtg/s1600/lb_leather_darkbrown_013.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>White Leather - New</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-ZqPVTUNsln0/Up7fW6ta8xI/AAAAAAAAC9E/1Q6rC3LFgYM/s1600/lb_leather_white_new.019.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-ZqPVTUNsln0/Up7fW6ta8xI/AAAAAAAAC9E/1Q6rC3LFgYM/s1600/lb_leather_white_new.019.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>White Leather - Worn</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-lXnV86fuBio/Up31sVAe-5I/AAAAAAAAC60/KlB5xC7fFQw/s1600/lb_leather_white_008.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-lXnV86fuBio/Up31sVAe-5I/AAAAAAAAC60/KlB5xC7fFQw/s1600/lb_leather_white_008.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>White Leather - Cracked</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-Y0Az5wP-Hp4/Up31szdUD_I/AAAAAAAAC68/zADwjtcKeKI/s1600/lb_leather_white_013.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-Y0Az5wP-Hp4/Up31szdUD_I/AAAAAAAAC68/zADwjtcKeKI/s1600/lb_leather_white_013.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Green Leather - New</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-0o4qlYaYtA0/Up33gp4xvuI/AAAAAAAAC8U/Nxp5BUdA20w/s1600/lb_leather_green_new.019.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-0o4qlYaYtA0/Up33gp4xvuI/AAAAAAAAC8U/Nxp5BUdA20w/s1600/lb_leather_green_new.019.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Green Leather - Worn</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-DRXcUETkEDc/Up31q4HFEZI/AAAAAAAAC6U/0GhRVWsbWOU/s1600/lb_leather_green_008.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-DRXcUETkEDc/Up31q4HFEZI/AAAAAAAAC6U/0GhRVWsbWOU/s1600/lb_leather_green_008.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Green Leather - Cracked</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-Z_VoEMc9qkI/Up31riRjB7I/AAAAAAAAC7A/HsA-PKVKprs/s1600/lb_leather_green_013.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-Z_VoEMc9qkI/Up31riRjB7I/AAAAAAAAC7A/HsA-PKVKprs/s1600/lb_leather_green_013.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Red Leather - New</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-YvG7-wnypmA/Up7fWzCHVfI/AAAAAAAAC9I/vd5oHFYNfYM/s1600/lb_leather_red_new.019.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-YvG7-wnypmA/Up7fWzCHVfI/AAAAAAAAC9I/vd5oHFYNfYM/s1600/lb_leather_red_new.019.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Red Leather - Worn</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-jBwgL3tAuJE/Up31rt0-KtI/AAAAAAAAC6k/rN7szpQRUy8/s1600/lb_leather_red_008.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-jBwgL3tAuJE/Up31rt0-KtI/AAAAAAAAC6k/rN7szpQRUy8/s1600/lb_leather_red_008.noise.jpg" height="320" width="320" /></a></div>
<ul>
<li>Red Leather - Cracked</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-aG6GqsXysoc/Up31sO7MVuI/AAAAAAAAC6s/rbAeCWS2DJQ/s1600/lb_leather_red_013.noise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-aG6GqsXysoc/Up31sO7MVuI/AAAAAAAAC6s/rbAeCWS2DJQ/s1600/lb_leather_red_013.noise.jpg" height="320" width="320" /></a></div>
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<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com2tag:blogger.com,1999:blog-889176346066691464.post-73113322421939663032013-11-27T23:51:00.001+01:002013-11-28T11:05:01.849+01:00Blender Cycles: How to make an Infinite Plane EffectHi all. Today I'm going to explain how to make an infinte plane effect, similar to <a href="http://www.fondosgratis.mx/imagenItem/6423/1024/pocoyo261024x768.jpg" target="_blank">Pocoyo's style</a>. I'm going to make a simple scene with my blog name:<br />
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<i><span style="color: red;">Hola a todos. Hoy voy a explicar como hacer un efecto de plano infinito, similar al estilo de Pocoyo. Voy a hacer una escena simple con el nombre de mi blog:</span></i><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-ysri2prlSpQ/UpXabT-ixII/AAAAAAAAC34/JqMjZ9c76ok/s1600/elbrujo_letters5_blog_simple1point_branched.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-ysri2prlSpQ/UpXabT-ixII/AAAAAAAAC34/JqMjZ9c76ok/s1600/elbrujo_letters5_blog_simple1point_branched.jpg" height="180" width="320" /></a></div>
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This technique also can be used to include rendered objects in real pictures or hdri environments. I will explain it in a later article.<br />
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<i><span style="color: red;">Esta técnica se puede usar para incluir objetos renderizados en fotos reales o en ambientes hdri. Lo explicaré en un artículo posterior.</span></i><br />
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Basically we need to create two render layers:<br />
- One render layer for the objects we want to show, in my example some letters.<br />
- One render layer with the floor, which will catch the shadows of your objects.<br />
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<span style="color: red;"><i>Básicamente necesitamos crear dos capas de renderizado:</i></span><br />
<span style="color: red;"><i>- Una capa de renderizado para los objetos que queremos mostrar, en mi ejemplo algunas letras.</i></span><br />
<span style="color: red;"><i>- Una capa de renderizado con el suelo, que recogerá las sombras de los objetos.</i></span><br />
<span style="color: red;"><i><br /></i></span>
We will render both layers with transparent world and mix them in compositing.<br />
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<span style="color: red;"><i>Renderizaremos ambas capas con el universo transparente y las mezclaremos con postproducción.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-AWWRun2BTw4/Uo9lT8AdMoI/AAAAAAAAC1g/9IfSsNArj0U/s1600/config_transparent.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-AWWRun2BTw4/Uo9lT8AdMoI/AAAAAAAAC1g/9IfSsNArj0U/s1600/config_transparent.png" /></a></div>
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Note that <i>Spot </i>lamps or mesh lights can not produce shadows in the <i>Shadow </i>pass. You can use <i>Sun</i>, <i>Point </i>or <i>Area </i>lamps.<br />
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<i><span style="color: red;">Observa que las lámparas de tipo foco (Spot) o las mayas de emisión no producen sombras en el pase de sombras (Shadow Pass). Puedes usar lámparas sol (Sun), punto (Point) o área (Area). </span></i><br />
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<b>The Letters Layer</b> <b><span style="color: red;">/ La Capa de Letras</span></b><br />
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This is the setup of the first layer, the Letters layer. This layer includes the objects without the floor. Remember the environment is transparent.<br />
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<span style="color: red;"><i>Esta es la configuración de la primera capa, la capa de letras. Esta capa incluye los objetos sin el suelo. Recuerda que el entorno es transparente.</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-jkeTymtvLuc/UpXfZxDGWiI/AAAAAAAAC4M/rd-Iso-GYrA/s1600/config_letters_layer.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-jkeTymtvLuc/UpXfZxDGWiI/AAAAAAAAC4M/rd-Iso-GYrA/s1600/config_letters_layer.png" height="320" width="133" /></a></div>
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This is a normal <i>render layer</i>. I have only placed the letters in one scene layer and the lamp in another scene layer. Remember you have visible layers (behind <i>Scene </i>label) and scene layers (behind <i>Layer </i>label). If you check one layer in visible layers but not in scene layers, this means that the objects in that layer won't be rendered but affect to the rest of objects which are rendered. If you want that layer don't affect the rendered objects, you would need to check the layer in <i>Exclude </i>layers. In this case we won't do that.<br />
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<span style="color: red;"><i>Esta es una capa de renderizado (render layer) habitual. Yo sólo he colocado las letras en una capa de escena y la lámpara en otra capa. Recuerda que tienes las capas visibles (bajo la etiqueta Scene) y las capas de escena (bajo la etiqueta Layer). Si marcas una capa en las capas visibles pero no en las capas de escena, significa que los objetos en esa capa no serán renderizados, pero si afectarán en el resto de objetos que sí son renderizados. Si quieres que una capa no afecte al renderizado de los otros objetos, necesitarías marcar dicha capa en las capas de exclusión (Exclude). En este caso no haremos eso.</i></span><br />
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This is the output for this render layer:<br />
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<span style="color: red;"><i>Este es el resultado para esta capa de renderizado:</i></span> <br />
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<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-xt3Cb4Kudto/UpXabZjY0FI/AAAAAAAAC4A/r8ozGALzbyQ/s1600/elbrujo_letters5_blog_simple1point_branched_letters.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-xt3Cb4Kudto/UpXabZjY0FI/AAAAAAAAC4A/r8ozGALzbyQ/s1600/elbrujo_letters5_blog_simple1point_branched_letters.jpg" height="180" width="320" /></a></div>
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The green color is the alpha channel. Only the objects are rendered without the floor or their shadows.<br />
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<span style="color: red;"><i>El color verde es el canal alfa o la transparencia. Sólo se han renderizado los objetos sin el suelo ni sus sombras.</i></span><br />
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<b>The Shadows Layer <span style="color: red;">/ La Capa de Sombras</span></b><br />
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And this is the setup for the floor / shadows layer. This layer only includes the floor which catches the shadows of the objects.<br />
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<span style="color: red;"><i>Y esta es la configuración para la capa de suelo / sombras. Esta capa sólo incluye el suelo que captura las sombras de los objetos. </i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-WaMCml-EXfE/UpXfZ87BUbI/AAAAAAAAC4Q/vn1pvVGrApA/s1600/config_shadows_layer.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-WaMCml-EXfE/UpXfZ87BUbI/AAAAAAAAC4Q/vn1pvVGrApA/s1600/config_shadows_layer.png" height="320" width="133" /></a></div>
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In this <i>render layer</i> I have only checked the layer of the floor in scene layers. Besides I have checked the <i>Object Index</i> and <i>Shadow</i> Passes.<br />
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<span style="color: red;"><i>En esta capa de renderizado sólo he marcado la capa del suelo entre las capas de escena. Además he marcado los pases de índice de objetos (Object Index) y de sombra (Shadow).</i></span> <br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-3lIWGtaZttQ/UpXabZ7f4AI/AAAAAAAAC4A/l37ycU8j9Ls/s1600/elbrujo_letters5_blog_simple1point_branched_floor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-3lIWGtaZttQ/UpXabZ7f4AI/AAAAAAAAC4A/l37ycU8j9Ls/s1600/elbrujo_letters5_blog_simple1point_branched_floor.jpg" height="180" width="320" /></a></div>
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The green color is the alpha channel. Only the floor rendered without the objects, in this case the letters. But the important information in this layer is not the reder, it is the shadow pass:<br />
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<span style="color: red;"><i>El color verde es el canal alfa. Sólo se renderiza el suelo sin los objetos, en este caso las letras. Pero la información importante no está en el render, es el pase de sombra:</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-IKAXBp1euxQ/UpXacNdLLCI/AAAAAAAAC4A/PvyaWAhXw-I/s1600/elbrujo_letters5_blog_simple1shadow_pass.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-IKAXBp1euxQ/UpXacNdLLCI/AAAAAAAAC4A/PvyaWAhXw-I/s1600/elbrujo_letters5_blog_simple1shadow_pass.jpg" height="180" width="320" /></a></div>
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This is the final output without compositing, only mixing the two layers explained:<br />
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<span style="color: red;"><i>Y este es el resultado sin postproducción, sólo mezclando las dos capas anteriores:</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-qaTiiz2l6v8/UpXab0-YWxI/AAAAAAAAC4A/ZfrXEqUWEAE/s1600/elbrujo_letters5_blog_simple1point_branched_no_compo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-qaTiiz2l6v8/UpXab0-YWxI/AAAAAAAAC4A/ZfrXEqUWEAE/s1600/elbrujo_letters5_blog_simple1point_branched_no_compo.jpg" height="180" width="320" /></a></div>
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We need compositing to mix these layers and create the infinite plane effect.<br />
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<span style="color: red;"><i>Se necesita postproducción para mezclar estas capas y crear el efecto de plano infinito.</i></span> <br />
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<b>Compositing <span style="color: red;">/ Postproducción</span></b><br />
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This is the compositing setup of the scene:<br />
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Esta es la configuración de postproducción de la escena:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-rBCr45BEhds/UpXta6qrqHI/AAAAAAAAC48/hQl04LVBmMU/s1600/node_infinite_plane_compositing.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-rBCr45BEhds/UpXta6qrqHI/AAAAAAAAC48/hQl04LVBmMU/s1600/node_infinite_plane_compositing.png" height="140" width="320" /></a></div>
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Firstly, it is needed to tweak the <i>Shadow</i> pass. If you don't want to see the border of the floor you can make something like this:<br />
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<span style="color: red;"><i>En primer lugar, es necesario ajustar el pase de sombra. Si no quieres ver el borde del suelo puedes hacer lago como ésto:</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-6u8me7CsPHY/UpXta6BsQuI/AAAAAAAAC5A/TNZcnYWxorg/s1600/node_shadows_no_artifacts.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-6u8me7CsPHY/UpXta6BsQuI/AAAAAAAAC5A/TNZcnYWxorg/s1600/node_shadows_no_artifacts.png" height="310" width="320" /></a></div>
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These nodes let you to obtain a clear shadow pass without artifacts in the border of the plane due to antialiasing problems. With respect to the objects index, in my example the floor has index 1, "El Brujo" letters index 2 and "De La Tribu" index 3. Index 0 gets the world background (see the <i>Viewer</i> node). I determine the pixels of the background and add them to the floor with its shadows with the "Greater Than" node .<br />
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<span style="color: red;"><i>Estos nodos te permiten obtener un pase de sombra claro sin artefactos en el borde del plano debido a problemas de antialiasing. Respecto a los índices de los objetos, en mi ejemplo he usado 1 para el suelo, 2 para las letras de "El Brujo" y 3 para las letras de "De La Tribu". El índice 0 obtiene el fondo del universo (vea el nodo Viewer). Con el node mayor que (Greater Than) determino los píxeles del fondo y los añado al suelo con sus sombras.</i></span><br />
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Now it is needed to add the shadows to a flat color background:<br />
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<span style="color: red;"><i>Ahora se necesita añadir las sombras a un color de fondo plano:</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-Z5hzGgWceQI/UpXtbZO9oHI/AAAAAAAAC5E/9Z5GC4_H4XY/s1600/node_shadows_over_background.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-Z5hzGgWceQI/UpXtbZO9oHI/AAAAAAAAC5E/9Z5GC4_H4XY/s1600/node_shadows_over_background.png" height="214" width="320" /></a></div>
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I will make this with a <i>Mix</i> node. The white color of my shadow pass means one and the black color means zero when it is used as mix factor. So I would put the color of the shadow in the first <i>Image</i> input of the Mix node and the color of the background (red) in the second <i>Image</i> input. Beside the blend type (<i>Mix</i> in this case) there is a button which let you to use the alpha channel of the second slot. If I use the alpha channel of the first slot, all the output will become transparent. So if I change the order of the backgournd/shadow colors I can use that button to get only the shadows transparent, leaving the background without transparence. So I have used an <i>Invert</i> node before the Mix node to use the shadow pass properly.<br />
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<i><span style="color: red;">Haré ésto con un nodo Mix. El color blanco de mi pase de sombra significa uno y el color negro significa cero a la hora de usarlo como factor de mezcla. Así pondría el color de la sombra en el primer conector de entrada imagen del nodo Mix y el color del fondo (el rojo) en el segundo conector imagen. Junto al tipo de mezcla (Mix en este caso) hay un botón que permite usar el canal alfa del segundo conector de entrada. Si uso el canal alfa del primer conector, todo la mezcla obtenida será transparente. Así si cambio el orden de los colores de fondo / sombra puedo usar ese botón para que sólo las sombras sean transparentes, dejando el fondo sin transparencia. Así he usado el nodo invertir (Invert) antes del nodo mezcla (Mix) para usar el pase de sombra de manera apropiada.</span></i><br />
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Finally I mix the background - shadows image with the letters image with a simple <i>Alpha Over</i> node:<br />
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<span style="color: red;"><i>Finalmente mezclo la imagen con el fondo y las sombras con la imagen de las letras con un simple nodo sobre alfa (Alpha Over):</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-wI7--7efCmc/UpXta6yBhgI/AAAAAAAAC44/_tmFpXoABDk/s1600/node_letters_over_background.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-wI7--7efCmc/UpXta6yBhgI/AAAAAAAAC44/_tmFpXoABDk/s1600/node_letters_over_background.png" height="133" width="320" /></a></div>
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That's all. I will write a later article to explain other tweaks and uses of this technique.<br />
<br />
<span style="color: red;"><i>Eso es todo. Escribiré un artículo posterior para explicar otros ajustes y usos de esta técnica.</i></span><br />
<br />
<i>Bye</i><br />
<br />
<span style="color: red;"><i>Hasta la vista</i></span>elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0tag:blogger.com,1999:blog-889176346066691464.post-44260745016647292982013-11-12T18:12:00.002+01:002013-11-12T18:12:49.574+01:00Blender Cycles: Making of a Cornell Box SceneHi everybody. Today I'm going to show you the making of a <a href="http://www.graphics.cornell.edu/online/box/" target="_blank">Cornell Box</a> scene. I will explain a couple of tricks and the compositing I have used to make it more photorealistic.<br />
<br />
<i><span style="color: red;">Hola a todos. Hoy os voy a enseñar cómo hacer un escena de la <a href="http://www.graphics.cornell.edu/online/box/" target="_blank">Caja de Cornell</a>. Explicaré un par de trucos y la posproducción que he utilizado para hacerla más fotorealista.</span></i><br />
<br />
This is the Cornell Box scene I have made (you can see high resolution version <a href="http://elbrujodelatribu.deviantart.com/art/Cornell-Box-Spheres-in-Cycles-III-380524718" target="_blank">here</a>):<br />
<br />
<span style="color: red;"><i>Esta es la escena de la Caja de Cornell que he hecho (puedes ver una verión de alta resolución <a href="http://elbrujodelatribu.deviantart.com/art/Cornell-Box-Spheres-in-Cycles-III-380524718" target="_blank">aquí</a>):</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-wfM6JM_2oP8/UoJNbrEAwaI/AAAAAAAACxc/XLUnBWAC4kA/s1600/cornell_box_sphere_compo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-wfM6JM_2oP8/UoJNbrEAwaI/AAAAAAAACxc/XLUnBWAC4kA/s1600/cornell_box_sphere_compo.jpg" height="254" width="320" /></a></div>
<br />
The scene is quite simple. A box made of diffuse lambert material, one sphere made of mirror material and a glass sphere. The material of the mirror sphere and the box has not secrets:<br />
<br />
<ul>
<li>Box: <i>Diffuse</i> shader with roughness 0.0 (so it uses the Lambert's algorithm). The colors are blue (0.161,0.133,0.427), red (0.630,0.065,0.050) white ground/ceiling (0.725,0.710,0.680) and white wall (0.723,0.708,0.680).</li>
<li>Light: <i>Emission</i> shader with strength 15.0.</li>
<li>Mirror sphere: <i>Glossy</i> shader, with color (0.8,0.8,0.8) and <i>Sharp</i> option (perfect mirror without roughness).</li>
</ul>
<i><span style="color: red;">La escena es bastante simple. Una caja hecha de un material difuso tipo Lambert, una esfera con un material tipo espejo y otra esfera de cristal. Los materiales de la caja y de la esfera de espejo no tienen secretos:</span></i><br />
<i><span style="color: red;"><br /></span></i>
<ul>
<li><i><span style="color: red;">La caja: Diffuse
shader with roughness 0.0 (so it uses the Lambert's algorithm). The
colors are blue (0.161,0.133,0.427), red (0.630,0.065,0.050) white
ground/ceiling (0.725,0.710,0.680) and white wall (0.723,0.708,0.680).</span></i></li>
<li><i><span style="color: red;">Luz: Shader de emisión con fuerza 15.0.</span></i></li>
<li><i><span style="color: red;">Esfera de espejo: Shader de brillo (Glossy), con el color (0.8,0.8,0.8) y del tipo Sharp (espejo perfecto aspereza).</span></i></li>
</ul>
<br />
<b>First trick: the glass material / <span style="color: red;">Primer truco: el material del vidrio</span></b><br />
<br />
Blender and cycles provide a glass material which I don't like. It produces sharp reflections:<br />
<br />
<span style="color: red;"><i>Blender y cycles proporcionan un material de vidrio que no me satisface. Produce unos reflejos muy acusados:</i></span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-O9Zk7et65Us/UoJUNZ1r1dI/AAAAAAAACyA/veESx9D6hAY/s1600/cornell_box_sphere_glass_problem.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-O9Zk7et65Us/UoJUNZ1r1dI/AAAAAAAACyA/veESx9D6hAY/s1600/cornell_box_sphere_glass_problem.jpg" height="254" width="320" /></a></div>
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<br />
<br />
<br />
<br />
To avoid that problem I have used a mix of refraction shader and glossy shader with fresnel factor:<br />
<br />
<span style="color: red;"><i>Para evitar este problema he usado una mezcla de los shaders de refracción y de brillo, con un factor de mezcla tipo fresnel:</i></span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-0MH0tok8cFw/UoJU7xq58fI/AAAAAAAACyo/QPFXJHE3zfk/s1600/node_glass.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-0MH0tok8cFw/UoJU7xq58fI/AAAAAAAACyo/QPFXJHE3zfk/s1600/node_glass.png" height="230" width="320" /></a></div>
<br />
<br />
I have kept the original IOR only for refraction (1.75) but I have used a lower IOR for glossy reflections (1.4). This way the glass reduces its reflections.<br />
<br />
<span style="color: red;"><i>He mantenido el IOR sólo para la refracción (1.75) pero he reducido el IOR para las reflexiones brillantes (1.4). De este modo el vidrio reduce sus reflejos.</i></span><br />
<br />
<br />
<b>Second trick: the wall in front the camera / <span style="color: red;">Segundo truco: la pared enfrente de la cámara</span></b><br />
<br />
I have used a camera with 35mm of Focal Length, which is the standard focal length in Blender (it comes from <a href="http://en.wikipedia.org/wiki/35_mm_equivalent_focal_length" target="_blank">Fotography</a>). At this point the camera is out of the box, so if you close the box you can not see the scene. A common problem is seeing the World in the mirror sphere:<br />
<br />
<span style="color: red;"><i>He usado una cámara con 35mm de distancia focal, que es la distancia focal estandar en Blender (procede de la fotografía). En ese punto la cámara está fuera de la caja, de modo que si se cierra la caja no se puede ver la escena. Un problema común es ver el universo (World) en la esfera de espejo:</i></span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-Xik5KXp6PzA/UoJUNiD47kI/AAAAAAAACyI/iR3oEAjvnw0/s1600/cornell_box_sphere_wall_problem.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-Xik5KXp6PzA/UoJUNiD47kI/AAAAAAAACyI/iR3oEAjvnw0/s1600/cornell_box_sphere_wall_problem.jpg" height="254" width="320" /></a></div>
<br />
To fix this problem I have tweaked the material of that wall:<br />
<br />
<span style="color: red;"><i>Para solucionar este problema he ajustado el material de esa pared:</i></span> <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-cn3rDN43D_s/UoJU7jWxHOI/AAAAAAAACyk/cXcJF0pLJBo/s1600/node_front_wall.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-cn3rDN43D_s/UoJU7jWxHOI/AAAAAAAACyk/cXcJF0pLJBo/s1600/node_front_wall.png" height="260" width="320" /></a></div>
<br />
<br />
<br />
<br />
<br />
I have made it transparent for the back side and with diffuse material for its front side. So the camera can see through that wall.<br />
<br />
<i><span style="color: red;">Lo he hecho transparente por su cara posterior y coun un material difuso en su cara frontal. De este modo la cámara puede ver a través de esa pared.</span></i><br />
<b><br /></b>
<b><br /></b>
<b>Final compositing / <span style="color: red;">Posproducción final</span></b><br />
<br />
This is the final result without compositing:<br />
<br />
<span style="color: red;"><i>Este es el resultado final sin postproducción: </i></span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-w5-xy00-BXY/UoJUNRM2zHI/AAAAAAAACyE/sWQzxSsqFqI/s1600/cornell_box_sphere_no_compo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-w5-xy00-BXY/UoJUNRM2zHI/AAAAAAAACyE/sWQzxSsqFqI/s1600/cornell_box_sphere_no_compo.jpg" height="254" width="320" /></a></div>
<br />
The render looks fine, but it is a bit artificial. I have tried to make it more natural and photorealistic with this compositing setup:<br />
<br />
<span style="color: red;"><i>El render está bien, pero es un poco artificial. He intentado hacer una imagen más natural y fotorealista con esta configuración de postproducción:</i></span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-cEzRWB2r3bA/UoJbjPQ6yGI/AAAAAAAACzA/rdCAdYEuHU0/s1600/cornell_box_compo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-cEzRWB2r3bA/UoJbjPQ6yGI/AAAAAAAACzA/rdCAdYEuHU0/s1600/cornell_box_compo.png" height="207" width="320" /></a></div>
<br />
Basically the nodes make these tasks:<br />
<br />
<ul>
<li>Filter Soften: This node reduces the shap borders in the rendered objects. </li>
<li>Lens Distortion: I have only used the chromatic dispersion which appear in the glass refractions.</li>
<li>Tonemap: This node makes <a href="http://en.wikipedia.org/wiki/Tone_mapping" target="_blank">tone mapping</a> effect.</li>
<li>Color Balance: It produces more contrast in the render.</li>
<li>Glare Ghosts: This is an effect produced in camera lenses. This node creates it in the render.</li>
</ul>
<span style="color: red;"><i>Básicamente los nodos hacen estas tareas:</i></span><br />
<ul>
<li><span style="color: red;"><i>Filtro de Suavizado: Este nodo reduce los bordes afilados de los objetos renderizados.</i></span></li>
<li><span style="color: red;"><i>Distorsión de Lente: Sólo he usado la dispersión cromática. Aparece en en las refracciones del vidrio.</i></span></li>
<li><span style="color: red;"><i>Tonemap: Realiza efectos de <a href="http://en.wikipedia.org/wiki/Tone_mapping" target="_blank">mapeo tonal</a>.</i></span></li>
<li><span style="color: red;"><i>Balance de Color: Produce más contraste en el render.</i></span></li>
<li><span style="color: red;"><i>Deslumbramiento de tipo fantasma: Este es un efecto que se produce en las lentes de las cámaras. Este nodo lo crea en el render.</i></span></li>
</ul>
I hope you like this brief tutorial.<br />
Bye.<br />
<br />
<span style="color: red;"><i>Espero que te haya gustado este pequeño tutorial.</i></span><br />
<span style="color: red;"><i>Hasta la vista.</i></span><br />
<br />
elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com1tag:blogger.com,1999:blog-889176346066691464.post-85899764140555316112013-10-29T09:44:00.001+01:002013-10-29T09:44:22.906+01:00Stucco Material IIIHi everybody. Today I'm going to show you my third (and final) stucco material for walls:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-JJRDyrhcBAM/UkVZjJ9Si7I/AAAAAAAACsY/yraT_ZRDbhQ/s1600/stucco2_preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-JJRDyrhcBAM/UkVZjJ9Si7I/AAAAAAAACsY/yraT_ZRDbhQ/s1600/stucco2_preview.jpg" height="165" width="320" /></a></div>
<br />
I prefer this because it is more irregular and then more realistic. <br />
<br />
This is the coplete setup I will detail below: <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-n0nk0m9eWYA/Um7iClhy-TI/AAAAAAAACu4/XZ-ZgwIqMXU/s1600/node_stucco3_0.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-n0nk0m9eWYA/Um7iClhy-TI/AAAAAAAACu4/XZ-ZgwIqMXU/s1600/node_stucco3_0.png" height="209" width="320" /></a></div>
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The material is similar to the other stucco materials. I have only changed the color:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-mEiBkRfRESs/Um7iDHR4bjI/AAAAAAAACu8/mSunG0KB5ZM/s1600/node_stucco3_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-mEiBkRfRESs/Um7iDHR4bjI/AAAAAAAACu8/mSunG0KB5ZM/s1600/node_stucco3_1.png" height="241" width="320" /></a></div>
<br />
The important part is the stucco bump pattern. I have used four patterns and I have <a href="http://elbrujodelatribu.blogspot.com/2013/07/blender-cycles-chaining-bump-textures.html" target="_blank">chained</a> four <i>Bump Nodes</i> to create an irregular surface. I will show the patterns below, but maybe you have seen two of them in my <a href="http://elbrujodelatribu.blogspot.com.es/2013/09/stucco-material-ii.html" target="_blank">previous version</a>.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-GnfkkjdkHAg/Um7iEulJkgI/AAAAAAAACvE/U15NJMBZOhE/s1600/node_stucco3_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-GnfkkjdkHAg/Um7iEulJkgI/AAAAAAAACvE/U15NJMBZOhE/s1600/node_stucco3_2.png" height="192" width="320" /></a></div>
<br />
I have included a <i>Value</i> node with several <i>Math</i> nodes to centralize the scale of all patterns. As I'm using Object coordinates you only need to change that value to modify the texture scale proportionally.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-h--1mtIjYmQ/Um7iFf_MjmI/AAAAAAAACvM/OfoVDlxi6O8/s1600/node_stucco3_3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-h--1mtIjYmQ/Um7iFf_MjmI/AAAAAAAACvM/OfoVDlxi6O8/s1600/node_stucco3_3.png" height="248" width="320" /></a></div>
<br />
These are the patterns I have used:<br />
<br />
* <i>Misc30 Pattern</i>, used in my <a href="http://elbrujodelatribu.blogspot.com/2013/09/stucco-material-ii.html" target="_blank">Stucco Material II</a>.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-LCJeFjiyOKA/UkVo4_fzPtI/AAAAAAAACtc/xX_u5ZUE-7s/s1600/node_misc30_pattern.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-LCJeFjiyOKA/UkVo4_fzPtI/AAAAAAAACtc/xX_u5ZUE-7s/s1600/node_misc30_pattern.png" height="200" width="320" /></a></div>
<br />
* <i>Misc32 Pattern</i>, used in my <a href="http://elbrujodelatribu.blogspot.com/2013/09/stucco-material.html" target="_blank">Stucco Material I</a> and II.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-LlxWn_U5fEY/UjxDOBvEIFI/AAAAAAAACqI/h3NdvvjBQ2k/s1600/stucco1_pattern_misc32_node.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-LlxWn_U5fEY/UjxDOBvEIFI/AAAAAAAACqI/h3NdvvjBQ2k/s1600/stucco1_pattern_misc32_node.png" height="202" width="320" /></a></div>
<br />
* <i>Felt13 Pattern</i>. I found this pattern while investigating the felt material. It is pretty useful for rough textures.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-emgjLGBUsKc/Um7rzg275eI/AAAAAAAACv8/KoozS6hugT0/s1600/node_felt13_pattern.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-emgjLGBUsKc/Um7rzg275eI/AAAAAAAACv8/KoozS6hugT0/s1600/node_felt13_pattern.png" height="179" width="320" /></a></div>
<br />
* <i>Misc25 Pattern</i>. This is a very irregular pattern. I think it is useful for bumping.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-TREfFixy9kk/Um9zoN9Bk2I/AAAAAAAACwU/12Tdvj5vPZw/s1600/node_misc25_pattern.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-TREfFixy9kk/Um9zoN9Bk2I/AAAAAAAACwU/12Tdvj5vPZw/s1600/node_misc25_pattern.png" height="202" width="320" /></a></div>
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I hope you like this material. elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com1tag:blogger.com,1999:blog-889176346066691464.post-5165980056435638012013-09-27T18:03:00.002+02:002013-09-27T18:07:18.956+02:00Stucco Material IIHi everybody. Today I'm going to show you another version of a stucco material for walls:<br />
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div style="text-align: center;">
<a href="http://3.bp.blogspot.com/-R27oBumWU7s/UkWfPK9Gg6I/AAAAAAAACuE/3hBpQSOkouw/s1600/lb8_wall_stucco3facing.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-R27oBumWU7s/UkWfPK9Gg6I/AAAAAAAACuE/3hBpQSOkouw/s1600/lb8_wall_stucco3facing.jpg" height="165" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-MRRmZcTIeDA/UkVtSYKzq_I/AAAAAAAACts/iW-dkqaJsh8/s1600/stucco3_rock29_preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-MRRmZcTIeDA/UkVtSYKzq_I/AAAAAAAACts/iW-dkqaJsh8/s1600/stucco3_rock29_preview.jpg" height="165" width="320" /></a></div>
<br />
Basically, the node setup of this material is very similar. The wall material is the same but I have changed the color of the wall. I have including another pattern to make the wall bumping more irregular and realistic.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-hfpFTX8RClc/UkViuW6tTjI/AAAAAAAACs0/QTjCMTf5Qbw/s1600/stucco2_node.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-hfpFTX8RClc/UkViuW6tTjI/AAAAAAAACs0/QTjCMTf5Qbw/s1600/stucco2_node.png" height="132" width="320" /></a></div>
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This is the node group with the pattern called <i>Misc32</i>. It is the same that the one explained in my <a href="http://elbrujodelatribu.blogspot.com/2013/09/stucco-material.html" target="_blank">previous version</a> of the stucco material.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-LlxWn_U5fEY/UjxDOBvEIFI/AAAAAAAACqI/h3NdvvjBQ2k/s1600/stucco1_pattern_misc32_node.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-LlxWn_U5fEY/UjxDOBvEIFI/AAAAAAAACqI/h3NdvvjBQ2k/s1600/stucco1_pattern_misc32_node.png" height="202" width="320" /></a></div>
<br />
This is the new pattern, called <i>Misc30</i>. It is similar to the <i>Misc32 </i>pattern. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-LCJeFjiyOKA/UkVo4_fzPtI/AAAAAAAACtc/xX_u5ZUE-7s/s1600/node_misc30_pattern.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-LCJeFjiyOKA/UkVo4_fzPtI/AAAAAAAACtc/xX_u5ZUE-7s/s1600/node_misc30_pattern.png" height="200" width="320" /></a></div>
<br />
I have mixed both patterns using the <i>darken</i> method of the <i>MixRGB</i> node. This method only mix the colors if the second color is darker than the first color. As I'm darkening with a 0.5 factor, it means that the dark areas of my second pattern will flatten the bumping of my first pattern. If you make the material more irregular you can get a more realistic look. <br />
<br />
Finally I have used <i>Object Coordinates</i> for texturing. So this material can fit better in your objects. If you find that you need to scale it, you can add a couple of nodes (<i>Value </i>and <i>Math</i> >> <i>Multiply</i>). So if you change the value "25.000", automatically the texture will be scaled proportionally.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-PKK45eraL-s/UkVmLaMlKFI/AAAAAAAACtM/vq8o5igf48c/s1600/node_stucco2_scale.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-PKK45eraL-s/UkVmLaMlKFI/AAAAAAAACtM/vq8o5igf48c/s1600/node_stucco2_scale.png" height="158" width="320" /></a></div>
<br />
<i>Bye</i><br />
<br />elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0tag:blogger.com,1999:blog-889176346066691464.post-12098049850568663702013-09-25T09:30:00.000+02:002013-09-25T09:33:47.497+02:00Blender Cycles OSL: Copper MaterialHi everybody. Today I'm going to show you a migration to OSL of my <a href="http://elbrujodelatribu.blogspot.com/2013/07/cooper-material.html" target="_blank">Copper Material</a>:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-1oyfUL6JHdk/UkKNnwQEazI/AAAAAAAACrg/PyOVSEp3iKA/s1600/copper_redish_osl_preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-1oyfUL6JHdk/UkKNnwQEazI/AAAAAAAACrg/PyOVSEp3iKA/s1600/copper_redish_osl_preview.jpg" height="165" width="320" /></a></div>
<br />
<br />
This is the Cycles version:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-K2BTFbD4uxY/Ue-XszXvsVI/AAAAAAAACRc/QOqCu3_HkTQ/s1600/cooper_preview6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-K2BTFbD4uxY/Ue-XszXvsVI/AAAAAAAACRc/QOqCu3_HkTQ/s1600/cooper_preview6.jpg" height="165" width="320" /></a></div>
<br />
<br />
<span class="short_text" id="result_box" lang="en"><span class="hps">As I did</span> <span class="hps">with my <a href="http://elbrujodelatribu.blogspot.com/2013/07/blender-cycles-osl-gold-material.html" target="_blank">OSL Gold Material</a>, </span></span>I have migrated all the nodes information included in that
material to the code, trying to minimize the overhead of the node
system. This time the facing value is an input parameter in the script. So the OSL code is as follows:<br />
<br />
<pre class="brush: cpp">/*
* Migrated from "http://elbrujodelatribu.blogspot.com/2013/07/cooper-material.html"
* By: elbrujodelatribu
*/
shader node_metal_copper(
color ForeColor = 0.8,
color MiddleColor = 0.4,
float Facing = 0.665,
float ForeRoughness = 0.01,
color BackColor = 0.1,
float BackRoughness = 0.04,
normal Normal = N,
output closure color Metal = 0.0)
{
closure color ForeClosure = background();
closure color BackClosure = background();
// Facing colors - formula and code from Blender OSL code
float aux = fabs(dot(I,(vector)Normal));
float facing = Facing;
// code from Blender 2.68
if (facing != 0.5) {
facing = clamp(facing, 0.0, 1.0 - 1e-5);
facing = (facing < 0.5) ? 2.0 * facing : 0.5 / (1.0 - facing);
facing = pow(aux, facing);
}
float Factor1 = 1.0 - facing;
// Dot vectors
float Factor2 = clamp(pow(dot((vector)Normal,I),1.3), 0.0, 1.0 - 1e-5);
// Create and mix closures
ForeClosure = ((1-Factor1)*ForeColor + MiddleColor*Factor1)*microfacet_beckmann(Normal,ForeRoughness);
BackClosure = BackColor*microfacet_beckmann(Normal,BackRoughness);
Metal = ((1-Factor2)*BackClosure)+(ForeClosure*Factor2);
}</pre>
<br />
The node setup of the copper material is this:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-jUorJl5hFQg/UkG9gB0_m5I/AAAAAAAACrA/xUF8DNfOygo/s1600/node_osl_copper_redish.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-jUorJl5hFQg/UkG9gB0_m5I/AAAAAAAACrA/xUF8DNfOygo/s1600/node_osl_copper_redish.png" height="218" width="320" /></a></div>
<br />
By changing the colors you can get a yellowish version of this kind of material: <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-1UaN1-RPpSE/UkG9gHRjTvI/AAAAAAAACq8/4Rf-0h6ItD4/s1600/node_osl_copper_yellowish.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-1UaN1-RPpSE/UkG9gHRjTvI/AAAAAAAACq8/4Rf-0h6ItD4/s1600/node_osl_copper_yellowish.png" height="221" width="320" /></a></div>
<br />
You can download this material for cycles (no OSL) inside my metal pack available in <a href="http://www.blendswap.com/blends/view/69793" target="_blank">blendswap</a>.<br />
<br />
<i>Bye</i> elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com1tag:blogger.com,1999:blog-889176346066691464.post-28878789360811041472013-09-20T14:56:00.001+02:002013-09-20T14:56:09.642+02:00Stucco MaterialHi everybody. Today I'm going to show you a stucco or plaster material:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-PQQqNN5snKc/Ujw8LdjCMuI/AAAAAAAACpg/Nqj-jKbBNfQ/s1600/stucco1_preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-PQQqNN5snKc/Ujw8LdjCMuI/AAAAAAAACpg/Nqj-jKbBNfQ/s1600/stucco1_preview.jpg" height="165" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-AUZN6R1VYEo/Ujw9PkveQCI/AAAAAAAACps/9hwKlZGfApw/s1600/stucco1_rock23_preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-AUZN6R1VYEo/Ujw9PkveQCI/AAAAAAAACps/9hwKlZGfApw/s1600/stucco1_rock23_preview.jpg" height="165" width="320" /></a></div>
<br />
I have applied a bump pattern to a simple material. A painted wall normally has light facing reflections, so I have tried to set something similar to that.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-DxZpi62Sgy4/UjxDOBPUmgI/AAAAAAAACqE/dP34BOzoPjU/s1600/stucco1_node.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-DxZpi62Sgy4/UjxDOBPUmgI/AAAAAAAACqE/dP34BOzoPjU/s1600/stucco1_node.png" height="157" width="320" /></a></div>
<br />
I had been thought to use this pattern for mixing colors in a granite material, but when I used for bumping, I have seen it works fine for stucco. It is as follows:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-LlxWn_U5fEY/UjxDOBvEIFI/AAAAAAAACqI/h3NdvvjBQ2k/s1600/stucco1_pattern_misc32_node.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-LlxWn_U5fEY/UjxDOBvEIFI/AAAAAAAACqI/h3NdvvjBQ2k/s1600/stucco1_pattern_misc32_node.png" height="202" width="320" /></a></div>
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<i>Bye</i>elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0tag:blogger.com,1999:blog-889176346066691464.post-74910768763915428942013-09-04T14:52:00.001+02:002013-09-04T14:52:45.700+02:00Crushed Velvet MaterialsHi everybody. Today I'm going to show you a couple of crushed velvet materials.<br />
<br />
The first is my favourite one:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-2mRyku0Zl7M/UicZuQbIyTI/AAAAAAAACng/OpRCOrNNH3k/s1600/bc_crushed_velvet1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-2mRyku0Zl7M/UicZuQbIyTI/AAAAAAAACng/OpRCOrNNH3k/s1600/bc_crushed_velvet1.jpg" height="320" width="320" /></a></div>
<br />
The fabric material has not any mysterious. It is a simple <i>Velvet Shader</i>.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-ahzDZTkvVfI/UicfyxWUtHI/AAAAAAAACoM/vMf6PhcgVrE/s1600/node_crushed_velvet1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-ahzDZTkvVfI/UicfyxWUtHI/AAAAAAAACoM/vMf6PhcgVrE/s1600/node_crushed_velvet1.png" height="194" width="320" /></a></div>
<br />
The displacement or bumping is trickier. The base is a <i>Noise Texture</i> node, but I use a <i>Wave Texture</i> node to modify randomly its distortion. It is the same pattern that I used in my <a href="http://elbrujodelatribu.blogspot.com.es/2013/05/silk-material.html" target="_blank">silk material</a>.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-gvlYuoHzDxs/UicoV03kz2I/AAAAAAAACo0/x9eL0uhtw44/s1600/node_crushed_velvet1_pattern.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-gvlYuoHzDxs/UicoV03kz2I/AAAAAAAACo0/x9eL0uhtw44/s1600/node_crushed_velvet1_pattern.png" height="171" width="320" /></a></div>
<br />
The second material is a more rough but I think it is interesting as well:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-yiAIlS1XeMA/UicZ3uzKThI/AAAAAAAACnw/zwFfNSMuGuU/s1600/bc_crushed_velvet5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-yiAIlS1XeMA/UicZ3uzKThI/AAAAAAAACnw/zwFfNSMuGuU/s1600/bc_crushed_velvet5.jpg" height="320" width="320" /></a></div>
<br />
Its node setup is similar to the material before. Apart from the bumping pattern I have included a <i>Gamma</i> node. Basically it produces a darker pattern, wich means that the bumping will be more flat. Remember that in displacement black color or cero value means the point is on the surface, and white color or one value means the point is above the surface.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-P_h0FBmcidA/Uicfyx6NJ8I/AAAAAAAACoQ/1H3YKctnWY8/s1600/node_crushed_velvet5.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-P_h0FBmcidA/Uicfyx6NJ8I/AAAAAAAACoQ/1H3YKctnWY8/s1600/node_crushed_velvet5.png" height="170" width="320" /></a></div>
<br />
Now the displacement or bumping is easier. It uses a distorted <i>Wave Texture</i> node.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-6r-xonfzaU8/UicoV1i3fjI/AAAAAAAACow/C8tBKnGxWhQ/s1600/node_crushed_velvet5_pattern.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-6r-xonfzaU8/UicoV1i3fjI/AAAAAAAACow/C8tBKnGxWhQ/s1600/node_crushed_velvet5_pattern.png" height="232" width="320" /></a></div>
<br />
I hope you like them.<br />
<br />
<i>Bye</i>elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0tag:blogger.com,1999:blog-889176346066691464.post-262741484625704712013-08-22T12:30:00.000+02:002013-08-22T12:49:27.392+02:00Blender Cycles: Vector Transform for Texturing (New Feature in Blender 2.69) Hi. Today I'm going to deal with a new node: Vector Transform. It allows to change coordinates between different spaces, World, Object or Camera. If you want further details about coordinate spaces you can check <a href="http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Coordinate_Spaces_in_Blender" target="_blank">Blender 3D: Noob to Pro</a>. This node offers new posibilities for materials and textures.<br />
<br />
<a href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures" target="_blank">Every texture</a> in cycles has a <i>Vector</i> input to set the
coordinate space for texturing and there is a <a href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Input" target="_blank"><i>Texture Coordinate</i> node</a>
available which offers several possibilites. By default <i>Generated</i> coordinates are used.<br />
<br />
Before this node appears in Blender 2.69, we have some problems with textures in Cycles. If we have several objects in our scene with different sizes and they are sharing the same material, with any kind of texture or pattern in it, it is very difficult to set the appropiate <u><b>scale factor</b></u> to get the same size of the pattern/texture in all of them.<br />
<br />
Look this example using <i>Generated </i>coordinates, which uses the <i>Global / World</i> space:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-1zDnfmwmWro/UhW83WP1M5I/AAAAAAAACgk/Maho_X6piVk/s1600/Check_GeneratedA.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-1zDnfmwmWro/UhW83WP1M5I/AAAAAAAACgk/Maho_X6piVk/s1600/Check_GeneratedA.jpg" height="180" width="320" /></a></div>
<br />
All these objects have scales applied (1.0) and share the same material:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-Gpcvvrf72Mo/UhXL9fte_YI/AAAAAAAACiI/pAW9B6YITRg/s1600/node_generated.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-Gpcvvrf72Mo/UhXL9fte_YI/AAAAAAAACiI/pAW9B6YITRg/s1600/node_generated.png" height="134" width="320" /></a></div>
<br />
As you can see, our checker pattern is deformed depending on the shape, and with the same shape it is changed depending on the size. If you are texturing something like a terrain or a sofa, which include several objects with different shapes, this could be annoying.<br />
<br />
The first option is using the <i>Object</i> coordinates. As you imagine it uses the <i>Local / Object</i> space:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-icsTKj3G7Hw/UhXNnaoMgbI/AAAAAAAACic/0T0Y7J_SnBY/s1600/Check_ObjectA.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-icsTKj3G7Hw/UhXNnaoMgbI/AAAAAAAACic/0T0Y7J_SnBY/s1600/Check_ObjectA.jpg" height="180" width="320" /></a></div>
<br />
Ok, thats all. The problem is solved. Or maybe not. This still has two problems:<br />
<br />
1. All these objects has their scale applied (1.0), but for any reason sometimes you don't want to apply the scale. If you scale one object you get this:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-CDIinEo33gU/UhXNndhL21I/AAAAAAAACig/mo0Bo49IXIs/s1600/Check_ObjectB.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-CDIinEo33gU/UhXNndhL21I/AAAAAAAACig/mo0Bo49IXIs/s1600/Check_ObjectB.jpg" height="180" width="320" /></a></div>
<br />
The new object has been scaled and not applied. So the pattern is deformed.<br />
<br />
2. If we have some objects with the same material, the <u><b>pattern</b></u> will be <u><b>repeated</b></u>, getting an unreal effect. Imagine eroded stones, rusty metals or old walls with the bumping and holes in the same position. I have done an example with noise texture:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-KoJdDHlGwcY/UhXP0aXgT4I/AAAAAAAACjE/qNdfgu2gftY/s1600/Break_PatternA.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-KoJdDHlGwcY/UhXP0aXgT4I/AAAAAAAACjE/qNdfgu2gftY/s1600/Break_PatternA.jpg" height="180" width="320" /></a></div>
<br />
All our blocks will have the pattern in the same position. We prefer all of them to share only one noise pattern without scaling problems.<br />
<br />
To solve these problems you can try other outputs in your <i>Texture Coordinate</i> node, but the checker will be deformed, need to UV unwraping or seem unreal. Here the <i>Vector Transform</i> node comes to solve this:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-JeSGJl8iR_M/UhXR-BUiggI/AAAAAAAACjw/VYlzzP5tnBE/s1600/Check_Object_OWB.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-JeSGJl8iR_M/UhXR-BUiggI/AAAAAAAACjw/VYlzzP5tnBE/s1600/Check_Object_OWB.jpg" height="180" width="320" /></a></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-Cosph8VJJKo/UhXTHZvG7DI/AAAAAAAACkc/7MinMp3JiEE/s1600/node_object_to_world.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-Cosph8VJJKo/UhXTHZvG7DI/AAAAAAAACkc/7MinMp3JiEE/s1600/node_object_to_world.png" height="108" width="320" /></a></div>
<br />
Now we have used the object to world transformation and all the objects share the same scale factor. This kind of transformation converts the object coordinates into world coordinates. The first problem is solved. But it could be better. If we make our material a bit irregular we will see that the pattern is repeated:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-jfZFPqSGuvo/UhXUG5p2jnI/AAAAAAAACkw/212mSjwQqCc/s1600/Check_Object_OW.001B.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-jfZFPqSGuvo/UhXUG5p2jnI/AAAAAAAACkw/212mSjwQqCc/s1600/Check_Object_OW.001B.jpg" height="180" width="320" /></a></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-a6Vwo7IZm-E/UhXVAJuY57I/AAAAAAAAClE/rx2GYeKIWWw/s1600/node_object_to_world_tweak.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-a6Vwo7IZm-E/UhXVAJuY57I/AAAAAAAAClE/rx2GYeKIWWw/s1600/node_object_to_world_tweak.png" height="149" width="320" /></a></div>
<br />
This is due to each object has its own center of axis, which is used to make the transformation. So the second problem is not solved. But we can use the camera to world transformation, which converts <i>Camera </i>coordinates into <i>World</i> coordinates:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-x1YYl7I6Owg/UhXVyTCxKxI/AAAAAAAAClY/HxzXwTemqvQ/s1600/Check_Camera_CW.001B.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-x1YYl7I6Owg/UhXVyTCxKxI/AAAAAAAAClY/HxzXwTemqvQ/s1600/Check_Camera_CW.001B.jpg" height="180" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-ae9UgOT1TY8/UhXYDsLUgjI/AAAAAAAACl0/rCapxtbAZNI/s1600/node_camera_to_world_tweak.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-ae9UgOT1TY8/UhXYDsLUgjI/AAAAAAAACl0/rCapxtbAZNI/s1600/node_camera_to_world_tweak.png" height="167" width="320" /></a></div>
<br />
Camera coordinates from the <i>Texture Coordinate</i> node produces distorted patterns in your objects, but with this kind of transformation you can get a common space for texturing all you objects. This allows to you to get non-repeated textures in several objects with only one material and without scaling problems.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-ACVvfbehtu0/UhXb0Ahq5VI/AAAAAAAACmE/RGVXyXnJpW8/s1600/Check_Camera_CW.002B.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-ACVvfbehtu0/UhXb0Ahq5VI/AAAAAAAACmE/RGVXyXnJpW8/s1600/Check_Camera_CW.002B.jpg" height="180" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/--kFcF49366w/UhXP0Qp8NOI/AAAAAAAACjI/GncyA9kyQ5w/s1600/Break_PatternB.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/--kFcF49366w/UhXP0Qp8NOI/AAAAAAAACjI/GncyA9kyQ5w/s1600/Break_PatternB.jpg" height="180" width="320" /></a></div>
<br />
Don't forget that you have other possibilities, like using UV texturing, joining all objects or modifying the texture space inside their mesh data.<br />
<br />
<i>Bye</i> elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0tag:blogger.com,1999:blog-889176346066691464.post-72000797565411857782013-08-12T17:04:00.002+02:002013-08-13T00:18:45.731+02:00Blender Cycles: Black Body Lights Reference (New Feature in Blender 2.69)<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-nn6wsH7RHUY/Ugiv_ccJwnI/AAAAAAAACcU/Amp5tjb2Wk8/s1600/Daylight_Sun_Sky_6000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
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Hi everybody. Today I have done a reference of the new node Blackbody. This node produces a range of colors according to the <a href="https://en.wikipedia.org/wiki/Black_body">temperature of a body</a>. It comes from a physical theory which explains that the color of the radiation doesn't depend on the shape or composition of the body, only in its temperature. This node is useful to set emission color for materials: bulbs, lamps, sky or sun.<br />
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<a href="https://upload.wikimedia.org/wikipedia/commons/thumb/1/19/Black_body.svg/1000px-Black_body.svg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://upload.wikimedia.org/wikipedia/commons/thumb/1/19/Black_body.svg/1000px-Black_body.svg.png" width="320" /></a></div>
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I have used two node setups in this reference (you can see 6000ºK to see the difference):<br />
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A. <b>Emission Setup:</b> It is a simple setup, with lower strength for camera rays. So you can appreciate the light from the object in a dark scene.<br />
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<a href="http://3.bp.blogspot.com/-QYNNKbm68iM/UgbS5Icg72I/AAAAAAAACbI/sNXnbyZv39s/s1600/blackbody_meshlight_node.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="155" src="http://3.bp.blogspot.com/-QYNNKbm68iM/UgbS5Icg72I/AAAAAAAACbI/sNXnbyZv39s/s1600/blackbody_meshlight_node.png" width="320" /></a></div>
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B. <b>Lamp Setup:</b> I have added glossiness to the material and mixed with Emission to get a material similar to lamps.<br />
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<a href="http://2.bp.blogspot.com/-PBghNXFTFgE/UgbS4JjNIhI/AAAAAAAACa8/c-AVwnzM9GA/s1600/blackbody_meshlight_bulb_node.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="143" src="http://2.bp.blogspot.com/-PBghNXFTFgE/UgbS4JjNIhI/AAAAAAAACa8/c-AVwnzM9GA/s1600/blackbody_meshlight_bulb_node.png" width="320" /></a></div>
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This is the bulb node group included, useful for lamps:<br />
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<a href="http://4.bp.blogspot.com/-InKnsEuxHvw/UgbS5pBk5iI/AAAAAAAACbM/OFAg5coBV2w/s1600/bulb_node.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="202" src="http://4.bp.blogspot.com/-InKnsEuxHvw/UgbS5pBk5iI/AAAAAAAACbM/OFAg5coBV2w/s1600/bulb_node.png" width="320" /></a></div>
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EDIT: You can <a href="http://www.blendswap.com/blends/view/69682">download all these materials in blendswap</a>.<br />
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Black Body Lights reference:</div>
<ul>
<li>1900ºK Candle</li>
</ul>
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<a href="http://4.bp.blogspot.com/-qdASYaphBqo/Ugiv05qQs-I/AAAAAAAACb8/Q4VT9ia73Lo/s1600/Candle_1900.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-qdASYaphBqo/Ugiv05qQs-I/AAAAAAAACb8/Q4VT9ia73Lo/s1600/Candle_1900.jpg" width="320" /></a></div>
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<ul>
<li>2500ºK Bulb Tungsten</li>
</ul>
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<a href="http://3.bp.blogspot.com/-i8gTwXGDciw/UgZbix7KbeI/AAAAAAAACWA/AgErOCK5jjU/s1600/Bulb_Tungsten_2500.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-i8gTwXGDciw/UgZbix7KbeI/AAAAAAAACWA/AgErOCK5jjU/s1600/Bulb_Tungsten_2500.jpg" width="320" /></a></div>
<ul>
<li>2900ºK Bulb Tungsten</li>
</ul>
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<a href="http://4.bp.blogspot.com/-wY5e2UFDaXw/UgZbn5T7KmI/AAAAAAAACWM/vv3uCr4OsFk/s1600/Bulb_Tungsten_2900.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-wY5e2UFDaXw/UgZbn5T7KmI/AAAAAAAACWM/vv3uCr4OsFk/s1600/Bulb_Tungsten_2900.jpg" width="320" /></a></div>
<ul>
<li>3000ºK Sun Sunset</li>
</ul>
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<a href="http://3.bp.blogspot.com/-E3dYofqPYyg/UgjpOuF95fI/AAAAAAAACd4/yOJZ6nzCCGk/s1600/Sun_Sunset_3000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-E3dYofqPYyg/UgjpOuF95fI/AAAAAAAACd4/yOJZ6nzCCGk/s1600/Sun_Sunset_3000.jpg" width="320" /></a></div>
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<ul>
<li>3000ºK Halogen 100watt</li>
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<a href="http://2.bp.blogspot.com/-_I40xg7szGY/UgadslJtNkI/AAAAAAAACao/r1MWbobH4vk/s1600/Halogen_100w_3000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-_I40xg7szGY/UgadslJtNkI/AAAAAAAACao/r1MWbobH4vk/s1600/Halogen_100w_3000.jpg" width="320" /></a></div>
<ul>
<li>3380ºK Bulb Tungsten</li>
</ul>
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<a href="http://2.bp.blogspot.com/-BaKRTRKXSbw/UgZcEUvsLTI/AAAAAAAACWw/YSHqnkdQ4_c/s1600/Bulb_Tungsten_5K_3380.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-BaKRTRKXSbw/UgZcEUvsLTI/AAAAAAAACWw/YSHqnkdQ4_c/s1600/Bulb_Tungsten_5K_3380.jpg" width="320" /></a></div>
<ul>
<li>4500ºK LED Natural White</li>
</ul>
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<a href="http://3.bp.blogspot.com/-4Kj2YP9XrGo/UgadjYqGWnI/AAAAAAAACaQ/e6vR6-pnP9s/s1600/LED_Natural_White_4500.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-4Kj2YP9XrGo/UgadjYqGWnI/AAAAAAAACaQ/e6vR6-pnP9s/s1600/LED_Natural_White_4500.jpg" width="320" /></a></div>
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<li>4800ºK Sun Direct Light</li>
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<a href="http://4.bp.blogspot.com/-yWj3TEy2CgU/UgadeVluR9I/AAAAAAAACaE/yT0LdgeDATY/s1600/Sunlight_Direct_4800.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-yWj3TEy2CgU/UgadeVluR9I/AAAAAAAACaE/yT0LdgeDATY/s1600/Sunlight_Direct_4800.jpg" width="320" /></a></div>
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<li>5000ºK Sun Noon</li>
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<a href="http://2.bp.blogspot.com/-Mo7PCMOyzOU/UgjpgBojRWI/AAAAAAAACeE/jBCCHZJTny4/s1600/Sun_Noon_5000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-Mo7PCMOyzOU/UgjpgBojRWI/AAAAAAAACeE/jBCCHZJTny4/s1600/Sun_Noon_5000.jpg" width="320" /></a></div>
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<ul>
<li> 5400ºK Sun Noon</li>
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<a href="http://3.bp.blogspot.com/-6ikZg3JkHxc/UgjppDxD5MI/AAAAAAAACeQ/yPkjnNhUaSA/s1600/Sun_Noon_5400.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-6ikZg3JkHxc/UgjppDxD5MI/AAAAAAAACeQ/yPkjnNhUaSA/s1600/Sun_Noon_5400.jpg" width="320" /></a></div>
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<ul>
<li>5500ºK Daylight Sun+Sky</li>
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<a href="http://4.bp.blogspot.com/-OuFuxLi8sxM/Ugiv5iLYQWI/AAAAAAAACcI/cHtyAjFRYu0/s1600/Daylight_Sun_Sky_5500.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-OuFuxLi8sxM/Ugiv5iLYQWI/AAAAAAAACcI/cHtyAjFRYu0/s1600/Daylight_Sun_Sky_5500.jpg" width="320" /></a></div>
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<ul>
<li>6000ºK Daylight Sun+Sky</li>
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<a href="http://2.bp.blogspot.com/-nn6wsH7RHUY/Ugiv_ccJwnI/AAAAAAAACcU/Amp5tjb2Wk8/s1600/Daylight_Sun_Sky_6000.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-nn6wsH7RHUY/Ugiv_ccJwnI/AAAAAAAACcU/Amp5tjb2Wk8/s1600/Daylight_Sun_Sky_6000.jpg" width="320" /></a></div>
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<ul>
<li>6000ºK Fluorescent</li>
</ul>
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<a href="http://1.bp.blogspot.com/-mQ9PpXMDAZQ/UgZeD0Miu3I/AAAAAAAACZA/yQ3h4lvGrIo/s1600/Fluorescent_6000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-mQ9PpXMDAZQ/UgZeD0Miu3I/AAAAAAAACZA/yQ3h4lvGrIo/s1600/Fluorescent_6000.jpg" width="320" /></a></div>
<ul>
<li>6500ºK Sun with Clouds</li>
</ul>
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<a href="http://2.bp.blogspot.com/-WlGoAHC9vrc/UgZdD450TjI/AAAAAAAACXs/I1x1zmvtvl0/s1600/Sun_Clouds_6500.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-WlGoAHC9vrc/UgZdD450TjI/AAAAAAAACXs/I1x1zmvtvl0/s1600/Sun_Clouds_6500.jpg" width="320" /></a></div>
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<li>7500ºK Fluorescent</li>
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<a href="http://4.bp.blogspot.com/-JFUwyd7mKYw/UgZeI8dKvII/AAAAAAAACZM/ycq1Dt-9dYE/s1600/Fluorescent_7500.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-JFUwyd7mKYw/UgZeI8dKvII/AAAAAAAACZM/ycq1Dt-9dYE/s1600/Fluorescent_7500.jpg" width="320" /></a></div>
<ul>
<li>8000ºK Cloudy Sky</li>
</ul>
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<a href="http://4.bp.blogspot.com/-GI-v-R_tb0o/UgZdeKqTUXI/AAAAAAAACYE/pMoGFlNwD34/s1600/Sky_Cloudy_8000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-GI-v-R_tb0o/UgZdeKqTUXI/AAAAAAAACYE/pMoGFlNwD34/s1600/Sky_Cloudy_8000.jpg" width="320" /></a></div>
<ul>
<li>9000ºK Cloudy Sky</li>
</ul>
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<a href="http://3.bp.blogspot.com/-EC88BOPFTTw/UgZdjwxbJEI/AAAAAAAACYQ/7Y2BE2-afJk/s1600/Sky_Cloudy_9000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-EC88BOPFTTw/UgZdjwxbJEI/AAAAAAAACYQ/7Y2BE2-afJk/s1600/Sky_Cloudy_9000.jpg" width="320" /></a></div>
<ul>
<li>10000ºK Blue Sky </li>
</ul>
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<a href="http://4.bp.blogspot.com/-ABu5H30ESLs/UgZdrqw73fI/AAAAAAAACYc/sha8eQuzALU/s1600/Sky_Blue_10000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-ABu5H30ESLs/UgZdrqw73fI/AAAAAAAACYc/sha8eQuzALU/s1600/Sky_Blue_10000.jpg" width="320" /></a></div>
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elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com6tag:blogger.com,1999:blog-889176346066691464.post-13470957908667552482013-07-31T11:27:00.000+02:002013-07-31T11:27:00.638+02:00Blender Cycles OSL: Gold MaterialHi everybody. Today I'm going to show you a migration to OSL of my <a href="http://elbrujodelatribu.blogspot.com.es/2013/01/gold-material.html">Gold Material</a>:<br />
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<a href="http://2.bp.blogspot.com/-QD4OfNQGLD4/UfjE2efxnBI/AAAAAAAACUE/9FyHwRx56uo/s1600/egypt_gold_osl_preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-QD4OfNQGLD4/UfjE2efxnBI/AAAAAAAACUE/9FyHwRx56uo/s1600/egypt_gold_osl_preview.jpg" height="165" width="320" /></a></div>
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In <a href="http://elbrujodelatribu.blogspot.com.es/2013/01/gold-material.html">that article</a> I used a mix of colors I called <i>Colombia Gold</i>. Here I have called this mix as <i>Egypt Gold</i>. This is the same node setup in cycles without OSL:<br />
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<a href="http://1.bp.blogspot.com/-hTO83JhC_7U/UfjE2cEVCYI/AAAAAAAACUI/LJAOEWdYKDQ/s1600/egypt_gold_preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-hTO83JhC_7U/UfjE2cEVCYI/AAAAAAAACUI/LJAOEWdYKDQ/s1600/egypt_gold_preview.jpg" height="165" width="320" /></a></div>
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In most of the posts you can find in <a href="http://www.blenderartists.org/forum/forumdisplay.php?55-OSL-Tests-and-Support">Blender Artist</a>, the OSL code is used to get a pattern or a texture. This time I have migrated all the nodes information included in that material to the code, trying to minimize the overhead of the node system. So the OSL code is as follows:<br />
<br />
<pre class="brush: cpp">/*
* Migrated from "http://elbrujodelatribu.blogspot.com.es/2013/01/gold-material.html"
* By: elbrujodelatribu
*/
shader node_metal_gold(
color ForeColor = 0.8,
color MiddleColor = 0.4,
color BackColor = 0.1,
vector Normal = N,
float ForeRoughness = 0.01,
float BackRoughness = 0.04,
output closure color Metal = 0.0)
{
closure color ForeClosure = background();
closure color BackClosure = background();
// Facing colors - formula from Blender OSL code
float Factor1 = 1.0 - pow(fabs(dot(I,Normal)),2.0*0.465);
// Dot vectors
float Factor2 = clamp(pow(dot(Normal,I),1.3),0.0,1.0);
ForeClosure = ((1-Factor1)*ForeColor + MiddleColor*Factor1)*microfacet_beckmann(Normal,ForeRoughness);
BackClosure = BackColor*microfacet_beckmann(Normal,BackRoughness);
Metal = ((1-Factor2)*BackClosure)+(ForeClosure*Factor2);
}
</pre>
<br />
And the node setup is this: <br />
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<a href="http://2.bp.blogspot.com/-3BsL0SWFQJQ/UfjE22YEZqI/AAAAAAAACUQ/kvlzK4mg4XQ/s1600/node_gold_egypt_osl.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-3BsL0SWFQJQ/UfjE22YEZqI/AAAAAAAACUQ/kvlzK4mg4XQ/s1600/node_gold_egypt_osl.png" height="201" width="320" /></a></div>
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And you only need to change the colors for the <i>Colombia Gold</i>:<br />
<br />
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<a href="http://2.bp.blogspot.com/-loxL80q8YV0/UfjE2WzAbXI/AAAAAAAACUA/Y_6Bp-EIzTI/s1600/node_gold_colombia_osl.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-loxL80q8YV0/UfjE2WzAbXI/AAAAAAAACUA/Y_6Bp-EIzTI/s1600/node_gold_colombia_osl.png" height="204" width="320" /></a></div>
<br />
If you are interested in the render times, in my CPU this material renders 111% longer than the Cycles version without OSL.<br />
<br />
Remember you can download these materials for cycles <a href="http://www.blendswap.com/blends/view/38983">in blendswap</a>.<br />
<br />
<i>Bye</i>elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com1tag:blogger.com,1999:blog-889176346066691464.post-69210325301293742812013-07-24T11:12:00.001+02:002013-07-26T08:56:07.267+02:00Copper MaterialHi everybody. Today I'm going to show you how to make a copper material:<br />
<br />
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<a href="http://1.bp.blogspot.com/-K2BTFbD4uxY/Ue-XszXvsVI/AAAAAAAACRc/QOqCu3_HkTQ/s1600/cooper_preview6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-K2BTFbD4uxY/Ue-XszXvsVI/AAAAAAAACRc/QOqCu3_HkTQ/s1600/cooper_preview6.jpg" height="165" width="320" /></a></div>
<br />
This is the node setup I have used: <br />
<br />
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<a href="http://2.bp.blogspot.com/-EOaHqV3gKUE/Ue-aJQ516fI/AAAAAAAACSM/W37KxSZIQOc/s1600/node_cooper6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-EOaHqV3gKUE/Ue-aJQ516fI/AAAAAAAACSM/W37KxSZIQOc/s1600/node_cooper6.png" height="185" width="320" /></a></div>
<br />
It is a variation of the <a href="http://elbrujodelatribu.blogspot.com.es/2013/01/gold-material.html">Gold Material</a> that I explained in this blog. I think this node group could be useful to get other metal materials.<br />
<br />
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<a href="http://4.bp.blogspot.com/-__NImJPEPjk/Ue-aJiabG6I/AAAAAAAACSI/moCev0FfDGM/s1600/node_metal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-__NImJPEPjk/Ue-aJiabG6I/AAAAAAAACSI/moCev0FfDGM/s1600/node_metal.png" height="155" width="320" /></a></div>
<br />
Depending on <a href="http://us.123rf.com/400wm/400/400/tieury/tieury1202/tieury120200026/12527555-sartenes-y-utensilios-de-cocina-de-cobre.jpg">the references you take</a>, you can find a another cooper more yellowish, like this:<br />
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<a href="http://1.bp.blogspot.com/-RT2BMR7wJSU/Ue-Xs90o26I/AAAAAAAACRY/wWruumlB8_8/s1600/cooper_preview7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-RT2BMR7wJSU/Ue-Xs90o26I/AAAAAAAACRY/wWruumlB8_8/s1600/cooper_preview7.jpg" height="165" width="320" /></a></div>
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You can get it easily tweaking the colors:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-J_0QAFB7TKQ/Ue-aJh10j6I/AAAAAAAACSA/9PgfOAx5qyI/s1600/node_cooper7.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-J_0QAFB7TKQ/Ue-aJh10j6I/AAAAAAAACSA/9PgfOAx5qyI/s1600/node_cooper7.png" height="186" width="320" /></a></div>
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<i>Bye</i>elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0tag:blogger.com,1999:blog-889176346066691464.post-4846594933637519922013-07-22T09:37:00.001+02:002013-07-22T09:37:36.580+02:00Blender Cycles: Cavity or Dirt effectThere is a <a href="http://blenderartists.org/forum/showthread.php?241389-Dirt-procedure&p=2036346&viewfull=1#post2036346">great tutorial</a> about how to create a <a href="http://blenderartists.org/forum/showthread.php?241389-Dirt-procedure&p=2036346&viewfull=1#post2036346">Dirt or Cavity</a> effect with blender and cycles. You need to use <i>Vertex Paint</i> mode. Here there is an example:<br />
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<a href="http://4.bp.blogspot.com/-78uwHzX2DqI/UezfCc2hC2I/AAAAAAAACQo/l_6cfrVw-AU/s1600/prueba_dirt_vertex5_red.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-78uwHzX2DqI/UezfCc2hC2I/AAAAAAAACQo/l_6cfrVw-AU/s1600/prueba_dirt_vertex5_red.jpg" height="180" width="320" /></a></div>
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And also Oscurart has made <a href="http://oscurart.blogspot.com.ar/2013/05/blender-addon-worn-edges-bordes.html">an useful addon</a> related to this. <br />
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(You can find a high resolution version of the image <a href="http://elbrujodelatribu.deviantart.com/art/Dirty-Vertex-with-Cycles-317266254">in deviantart</a>)<br />
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<i>Bye</i><br />
elbrujodelatribuhttp://www.blogger.com/profile/00735267608192607232noreply@blogger.com0