View Full Version : Normal Map and scattering test in XSI 4.2
Drummer
05-27-05, 04:58 PM
Hi guys !!
My teacher Gattomanzo and I have had a day to try more times various rendering in XSI to test the nomal maps of ZBrush and the scattering on one my model.
This head was modelled with ZSpheres (for Spare Parts Factory), and textured in ZBrush. After this steps I have generate a normal map with Tangent turned on and with a resolution of 2048 from the 3rd. Then I have exported the OBJ in the 3rd subdivision. The normal map is in PSD format.
In XSI I used a d3_normalmap node (downloaded from http://be3d.republika.pl (http://be3d.republika.pl/) )
and a diffusion node for the sss.
This is the result...........> Hope you like it !!
scatteri1.jpg
Drummer
05-27-05, 05:00 PM
the render tree....
rendertree2.jpg
Moochie
05-27-05, 07:19 PM
Looking really splendid. Keep experimenting .. the line dividing opaque from semi-transparency is maybe a bit sharp on his ear. The mesh looks excellent. :tu:
lemonnado
05-27-05, 08:45 PM
Oh! Most excellent! Thanks a million for sharing!!!
LemonNado
XSI NooB
gattomanzo
05-27-05, 11:33 PM
ok ciccio very well done but...
the rendertree node must be expanded to be completely readable and useful to other users, for example, look at the image1 node that enters the phong node, we all see that is plugged to ambient and diffuse, but the diffuse is contracted.
another thing, move left the rendertree, it covers the diffuse node parameters that may be useful to others.
last but not least the Diffusion Shader is done from the great Daniel Rind Aka the BigMuh...
little critics for a great work (as always)
:tu: :) :tu:
Drummer
05-28-05, 12:21 AM
Yes Magister, I'm sorry and I've just changed the render tree pic !
And the Diffusion Shader is taken from Daniel Rind Aka the BigMuh !!:D
thx for the advice :cool: :tu:
Mr micro26
05-28-05, 01:59 AM
Nice head. Thanks for the render tree. I didnt know about d3_normalmap node:tu:
Keep tuning Drummer its comin along very good:)
Drummer
05-28-05, 02:53 AM
thx for all comment!!
this is another rendering done with HDRI..no specular on mouth...sorry
hope you like it.........
scatteri3.jpg
Big Bucks
05-28-05, 08:47 AM
Great to see some work in XSI :).
Keep us updated
Drummer
05-29-05, 01:03 PM
Moochie, Lemonnando, Gattomanzo, Mr Micro, pippi and Big Bucks, thx a lot for comment!!
this is another rendering test.....hope you like it
scattering5.jpg
scattering6.jpg
Moochie
05-29-05, 01:28 PM
Hahaha .. was that your teacher giving your nose a little tug in front of all your school pals? Heh heh.
That last render is interesting, and it's confusing me a bit. The strongest shadows on the ground and face imply the main light source is coming from in front of and above the model. If there are more photons hitting the front surface of a head, wouldn't that 'cancel out' the SSS effect seen through his ears and outer edges of the skin? In 'real life' I mean. I'm playing with a couple of lamps here and trying to experiment to recreate the effect. I'm moving my hand between a couple of lights .. I only get the red SSS effect when the light I'm looking through my fingers at is stronger than the light hitting the side of my hand that I'm looking at. Hmmm .. funny how 3D makes you look at stuff like that. I should have paid more attention in my Physics classes when I was at school. :D
Drummer
05-29-05, 03:16 PM
yes, Moochie, he is my teacher and friend !!
the problem you've show me it's really strange...because what you 've said to me about the lights, it's true in the real world....
maybe it's a problem of shadows, I have to make them more visible...
or it is a problem of this node, the diffusion node.
I have to do more tests about.
thank U very much, Moochie for always being helpful !!
jotajota
05-29-05, 03:48 PM
subsurface work more better in a darkshadow ambient ..your background is excesive lightnen..maybe :cool:
Drummer
05-29-05, 03:50 PM
Moochie and Jotajota,the problem of shadows is about the plane under the pedestal !!
its the reflection doesn't let you see shadows!!! try to put your hand in front of a light with a mirror underneath .... :)
Drummer
06-03-05, 11:05 AM
hope you like it.........
very funny playing :D
testaccia03.jpg
ilusiondigital
06-03-05, 11:07 AM
The inferior lip is awesome, great render Drum
gattomanzo
06-03-05, 11:16 AM
Wonderful pedestal!!!
:)
joking...great job as always!!!!:tu: :tu: :tu:
Drummer
06-03-05, 11:20 AM
oh no !! don't you like it??
damn....:mad:
:D
ilusion : many thx, friend ! :)
Bas Mazur
06-03-05, 11:41 AM
Nice render Drummer! This is not a noseblower, too short!! :tu: :tu:
Pestopants
06-03-05, 11:56 AM
normal maps in xsi.
I love how this is comming together and that your using xsi. I just wanted to point out that you can connect world space normal maps directly into the bump map node of the material. The only thing you have to do to it is math subtract .5 and then multiply that by 2. This will effectively rerange the pixel values so that mental ray can do a proper normal map. There are also vector space conversion nodes that can convert normal maps. I just thought it might worth checking out, tho the d3 shader works fine as well. Great job, I defiantely appreciated the nose on the forehead look. :)
p.
Drummer
06-03-05, 02:48 PM
Bas : thx a lot for comment, I think you are right :D
Pestopants : thx for comment. It is very interesting what you've said to me, I have to test it :) :tu:
for all : I'm sorry for the pedestal.....the more I look at it, the more I hate it...
:confused: :ex: :confused::ex: :confused:
Drummer
06-05-05, 05:26 PM
Hi guys !
this is the final img with some post production work in photoshop.
hope you like it :)
NoseOnHead_end.jpg
love love love! good good GOOD!!!!!!!!!!!!!!!!!!!!
lemonnado
06-05-05, 06:43 PM
:tu::tu::tu: Looks great! I hope he never get's a cold!
LemonNado
SolidSnakexxx
06-05-05, 07:16 PM
nice model :) When he gets flu, he'll look like he's crying (^_^)
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