Monday, 26 September 2011

Day 17 : Experiment with lava shader

Yeah i had to replicate the lava shader network from the non-commerical to the commercialized version. The network was huge and looks to be in a utter mess, i spent much time on recreating them. The network were based on a older version, which segregate the surface and displacement nodes, but i could pretty much understand where to connect in the material shader builder
I could not render the result even though i follow the steps accordingly

Replicating the nodes

Mr Ron came in and assist me, he also advises me to swap to the shader view whenever i tweak the value and decrease the division of the terrain to minimize the rendering time

However the multiply node seems to give problem, the opacity node is not working as well, the render image seem whitetish and overexposed. Then Mr ron troubleshoot and realize the issue is ensued by the color node of the ramp parameter, the value output is greater than 1, a lot greater. Thus we need a fit range node to clamp the value between 0 - 1 for the next node to read the information

Comparsion : with fit range node

From here, the render seem too whitetish

Comparsion : without fit range node

I tried to mix blend the both of them (lava shader and the mount doom shader), with a multiply & parameter node to adjust the intensity. I deliberately make the lava traits distributed in random area, i believe this look better than the one i did earlier on

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