i going to get rid of the background by using a tree trunk up close
ill work on the grass
the grass sticks up through the frog, can i mask that out using the frog?
it was a free smooth frog off the net
i used Hannes Shaderball Scrambled eggs with chives and modified it to get the texture
https://planetside.co.uk/forums/index.php/topic,22695.0.html
Thanks for looking
Nice frog. Can you share the link?
I'd use a simple shape to mask out any grass on frog's location. If you want a very acurate mask, you could make a small topdown render, or screendump, and pant a small mask in Photoshop (white on black). Use that (after checking out size) with same location, and rotation as the object.
Another way is to mask the opacity input of the default shader(s) of the grass(es) by such a mask, but do it through a transform shader, set to world.
Thanks Dune
Its from CadNav.com
https://www.cadnav.com/3d-models/model-46227.html
they have several, page 1, 25, 28, 31 i didn't go further than that
some of the models are rigged, so you can move them into different poses
;D ;D ;D You used the scrambled eggs material for the frog? That's soo cool!! I didn't expect that!
That is an unexpected result from Hannes scrambled eggs material. Looks really good with those bumps on his back. Perhaps that's the chives. ;) I like the pinks in his eye rims too!
Reminds me of those shiny tree frogs.
Quote from: Hannes on June 26, 2022, 10:53:56 AM;D ;D ;D You used the scrambled eggs material for the frog? That's soo cool!! I didn't expect that!
yes i used it
i just lowered the bumps down a bunch
it couldn't have come out much better with my skills
im also using one on the grass, still working on that
i use your materials all the time
i can use the UVmap that comes with the object for color
and your materials for more realism
now im going to use one for the wood it will be standing on
it seems that your materials are for an object sized like your examples
can i stretch them on a bigger object
Thanks
I think a transform shader before each pf should work.
Thanks Doug.
i got the dino from CADNAV.com
its low poly but i just wanted to see if i could put Hannes scrambled eggs and chives on it
it doesnt look to bad for a first try
the head has to much displacement
so im learning to resize the dino or the scrambled eggs
a new version
the frog looks more 3d and real
It looks good indeed, but I think you can make it even better. If the frog has a UV map, I'd make a black-white mask off that, painting just the eyes black, the rest white (or vice-versa). Use that mask to add a little more very fine displacement/bump to the skin. I can tell you how, if needed. Then also change the refraction size a bit (to maybe 1.8 ) and the roughness of the reflection to a lower value, say 0.15 -0.2 (guessing now). I think it's a little too soft atm.
The frog would also be a wonderful object to add subsurface scattering to, by way of feeding the colors and displacements into a glass shader's color and density inputs. There are threads covering this method.
Dune,
I will try anything you got.
All the help and comments i get are helpful.
i am learning to use PBR materials for the wood
found out my log had closed ends and wouldnt map correctly
so i made it into a tube and its coming out much better
the frogs feet are into the log, ill fix that
the picture in the post above is not PBR
this one is
i used PBR on the bricks and Tree
the background is turning out to be harder than the Frog
im need to make the Leaves thicker
and work on the PBR for the logs
I have some ideas. You should use some very good models for the frog to sit on. As far as I know there are some cool free ones at Quixel Megascans.
And maybe for the frog you can use the subsurface scattering material I provided here:
https://planetside.co.uk/forums/index.php/topic,27382.0.html
Take the skin material, and don't forget, you'll have to render with the path tracer.
And last but not least in this case DOF would be perfect in my opinion.
yes, depth of field is better when used in this picture