Last of the Arcane

Screen Shot 2014-08-28 at 08.48.05

This is the last of the Arcane pics 😦

But don’t despair, although it looks a bit odd this is a great looking shot as it is using the new renderer. You can see there are scaling problems with the objects. Again, this is not a worry as this is just the old code.


Rameses Subsurface Scattering added

Rameses has now got SubSurface Scattering. This has been faked for speed, and gives a sort of transparent look to objects, allowing light to show through:

Screen Shot 2014-08-27 at 12.35.20 Screen Shot 2014-08-27 at 12.32.41 Screen Shot 2014-08-27 at 12.32.32 Screen Shot 2014-08-27 at 12.34.37

In the above examples, you can see that the light is coming from the right side, but the left side (which would normally be in shadow is also illuminated.

It is also fully bump aware.

Unfortunately this has meant the material browser getting more faders:

Screen Shot 2014-08-27 at 12.39.54

But these are now offset so you can get a feel for related things. You can also see that the material supports a name, which is used in the material browser:

Screen Shot 2014-08-27 at 12.39.44

Although the Material browser is not an accurate depiction of the material, It gives a good flavour of what you can expect – UV depending.

The last section is the colour picker:

Screen Shot 2014-08-27 at 12.40.09

This is just a simplified version of the main object colour picker. the two layered colours are:

Top left is the basic colour of the object

Bottom right is the shine colour.


A Question of Bottles?

Further to the previous post on bottles. The question was raised about the Normals and if they were correct?

A Normal is an imaginary line that sticks up from a triangles surface. Using this we can calculate how much light is hitting it.

So here is the 3d model being lit by different lighting models (the light is coming from the camera):

This is the base model without any reflected light – you can see that the model has colour already inbuilt into it. There is no light being reflected, just the ambient light – so it appears flat:

Screen Shot 2014-08-22 at 07.23.42

Next we see the same model with light reflection turned on:

Screen Shot 2014-08-22 at 07.24.03

Next up we will change the OpenGL blend mode so that it has a sort of faux glass look. First with no light:

Screen Shot 2014-08-22 at 07.24.40

And now with the light being reflected – you can see that all sides are being rendered and that some colour intensity is happening:

Screen Shot 2014-08-22 at 07.24.58

Last we will look at the default model with no glass look, but different colours with alpha applied.

Here is the non reflected light version:

Screen Shot 2014-08-22 at 07.27.25

and with lighting on:

Screen Shot 2014-08-22 at 07.27.44

and with lighting and double sided rendering on:

Screen Shot 2014-08-22 at 07.27.56


My own personal view is that this version looks the best – yours my be different though?

Screen Shot 2014-08-22 at 07.24.58

A Question of Glass?

I had a recent question about the green bottle which was posted earlier. There was some discussion about the highlights, dark areas, was it right, were the normals right, etc:

Screen Shot 2014-08-13 at 08.40.49


Because things are changing with the materials, most posts can be considered early development. So in response here is a quick set of renders of the same bottle, but with different materials and settings. The angle and light remains constant.

The glass renderer (blend mode) is used as this gives a glass-like look. Multiple bottles are shown:

Screen Shot 2014-08-21 at 06.52.07 Screen Shot 2014-08-21 at 07.01.46 Screen Shot 2014-08-21 at 06.54.54 Screen Shot 2014-08-21 at 07.00.45 Screen Shot 2014-08-21 at 06.57.28 Screen Shot 2014-08-21 at 07.07.43 Screen Shot 2014-08-21 at 06.58.53 Screen Shot 2014-08-21 at 06.57.46 Screen Shot 2014-08-21 at 07.03.16 Screen Shot 2014-08-21 at 07.06.53 Screen Shot 2014-08-21 at 07.08.21 Screen Shot 2014-08-21 at 07.04.51 Screen Shot 2014-08-21 at 07.09.01 Screen Shot 2014-08-21 at 07.11.08