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General => Image Sharing => Topic started by: pixelpusher636 on June 22, 2022, 08:32:47 PM

Title: Some More Alpines
Post by: pixelpusher636 on June 22, 2022, 08:32:47 PM
Finally got some depth to the snow!
Title: Re: Some More Alpines
Post by: Dune on June 23, 2022, 01:33:16 AM
Very nice, active render, with the skier. But I would make the snow more subtly displaced, to be honest. Larger base size I suppose.
Title: Re: Some More Alpines
Post by: Balletdude on June 23, 2022, 06:47:35 AM
nice work, have you considered rendering parts out separately . Render the background with the standard renderer, and then the snow using the path tracer? 
not sure of the materials, but maybe a default shader ant the end of the shader node tree, and reducing for to around 1.35 around the for for ice and play with the translucency slightly?

Just an idea, this is 100 times better than what I could probably produce, but just a thought following on from what I use in Blender, as I think the path tracer would add some sub surface scattering as it does with clouds?

but again fantastic work

Simon
Title: Re: Some More Alpines
Post by: Dune on June 23, 2022, 09:41:58 AM
The path tracer won't add any sub-surface scattering, but nice snow can be made using a default shader with some translucency (0.5) and a minute bit of luminosity (0.1). Use some bluish colors as color input, and a tiny fractal as displacement. But you should start out with very smooth snow, and subtly add displacement.
For real sub-surface scattering in TG there's a method feeding all into a glass shader's density and color inputs. But it's quite slow, especially with the path tracer. I would suggest using the standard render method here.

Here's a quick and dirty setup for you to dissect, including a way to mask rough from snowy ground. Ample room for improvement.
Title: Re: Some More Alpines
Post by: Balletdude on June 23, 2022, 01:51:13 PM
Quote from: Dune on June 23, 2022, 09:41:58 AMThe path tracer won't add any sub-surface scattering, but nice snow can be made using a default shader with some translucency (0.5) and a minute bit of luminosity (0.1). Use some bluish colors as color input, and a tiny fractal as displacement. But you should start out with very smooth snow, and subtly add displacement.
For real sub-surface scattering in TG there's a method feeding all into a glass shader's density and color inputs. But it's quite slow, especially with the path tracer. I would suggest using the standard render method here.

Here's a quick and dirty setup for you to dissect, including a way to mask rough from snowy ground. Ample room for improvement.
You're right of course. I knew I'd seen sub surface scattering somewhere, and convinced myself it was using the path tracer, it wasn't. It was under a section on sub surface scattering and uses the glass shader.

Would changing the IOR under the specular tab have any effect? since snow I guess is closer basically water/ice. the default IOR of 1.5 is a bit high. the value for water/ice is usually around 1.3

https://pixelandpoly.com/ior.html
Title: Re: Some More Alpines
Post by: pixelpusher636 on June 23, 2022, 07:56:46 PM
Quote from: Dune on June 23, 2022, 09:41:58 AMThe path tracer won't add any sub-surface scattering, but nice snow can be made using a default shader with some translucency (0.5) and a minute bit of luminosity (0.1). Use some bluish colors as color input, and a tiny fractal as displacement. But you should start out with very smooth snow, and subtly add displacement.
For real sub-surface scattering in TG there's a method feeding all into a glass shader's density and color inputs. But it's quite slow, especially with the path tracer. I would suggest using the standard render method here.

Here's a quick and dirty setup for you to dissect, including a way to mask rough from snowy ground. Ample room for improvement.
Holy smoke Dune! Christmas has come early this year. This is what I've been trying to do without much luck. I was just super excited to have finally achieved some depth on my snow, regardless of how much it looked like it was dumped there by a snow plow. :) Thank you for sharing this file Dune! I will be picking through your node network like a real varmint soon. ;D  It holds the answers to many questions.


Quote from: Balletdude on June 23, 2022, 06:47:35 AMnice work, have you considered rendering parts out separately . Render the background with the standard renderer, and then the snow using the path tracer?
not sure of the materials, but maybe a default shader ant the end of the shader node tree, and reducing for to around 1.35 around the for for ice and play with the translucency slightly?

Just an idea, this is 100 times better than what I could probably produce, but just a thought following on from what I use in Blender, as I think the path tracer would add some sub surface scattering as it does with clouds?

but again fantastic work

Simon
Thanks Simon I appreciate your kind words. I have so much to learn but I'm having fun with mixed results along the way. :)
Title: Re: Some More Alpines
Post by: Dune on June 24, 2022, 01:53:03 AM
I think indeed that 1.33 might be better, but the difference is also not so much.