Monthly Archives: February 2016

Zoic – Arnold Camera Shader

The extraordinarily talented Zeno Pelgrims has created a rather nifty camera shader for Arnold for Maya, capable of simulating optically imperfect lens effects.

zoic.jpg

Below are some examples using some bokeh images from www.dofpro.com

 

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Queen Nefertiti Scan

queen-HD.jpg

Apparently some (rather naughty) people  went in and scanned the contested Egyptian Queen Nefertiti bust at the Nues Museum in Berlin without their permission.

I guess you could say they stole it just by ‘looking’ at it. Hehehehe………sorry.

The high resolution model (around two million polygons) is freely available to download here (.obj).

Rendered with Arnold using the alSurface shader.

More information about the story is available here.
Thanks to Ben Fischler for the link.

Speckle Effect

speckle-shader.jpg closeup.jpg

flakes-close.jpg

How to achieve a specular speckle effect (see video below)? This effect is visible in various places such as car paints, plastic coatings on mobile phones, christmas ornaments, snow etc.

flakes.jpg

It can quite easily be achieved using the alShaders by Anders Langlands. In particular the alFlake shader is required. You need to connect it to the alSurface shader’s Specular Normal attribute.

flake-node.jpg

surface-attribute.jpg

You can download the shader here – Maya, C4D.

GGX Microfacet Distribution

I thought I would have a go at comparing the new ‘GGX’ Specular attribute in Arnold against ‘Beckmann’ (default).

“GGX is a microfacet distribution. It has a sharper peak and a larger tail than Beckmann. GGX is suitable for modeling light reflection from surfaces more realistically.”

It seems to give a subtle softer highlight that falls off more gradually. The effect seems more obvious on the brighter specular highlights on the metallic surfaces below.

beckmann-vs-ggx.gif