Thursday, 6 October 2011

Day 25 : Frosty ice shader

Mr Douglas came in today, he examine our work and give us feedback. Mr Ron came in as well to help me with my shader construction, he has provide me tremendous help by sending me the old shaders in houdini 8 or 9, such as the frosty ice shader. The reason why it needs a major revamp is mainly because my current shader devoids principle of reflectivity, and chromatic abberation; which is very hard to do

On top of that the frosty ice network is clear-cut and not that disorientating. Initially we tried the notable mario's glass shader, but however the render crashes whenever we hit it. I tried a test render on a utah teapot, it possesses the reflectivity of inner rainbow colour . I was trying to lower the opacity at first, but i could not found the node to do that, eventually i dived into subnet and found the node to do so and i tweaked to transparent white

Not bad, but it seems a bit like plastic

On the other hand, i was fiddling around with my terrain, since JB taught me a new method to assign the shader according to the normals that it is pointing. However there seem to be some hindrance, some nodes is not functioning. So i tried to change and connect in another logical way and it works

Here is the disarrayed network, the ones highlighted are those important ones for it to work. Basically the aanoise takes the information of the normals to drive the the colormix in the biased, allowing two shaders to be connected into it, the postion varies on the pointing normals. The ramp parameter helps to manipulate the opacity. 


Some snowy shader i tried, the lava shader wasn't that good currently, have to polish on it tomorrow


Appreciated Mr Ron's effort for helping me to find all those old shaders, now my job would be testing them to see which is the viable option for my bridge

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