SSR Candela v3
Category : NoneBehind this barbarian word (Screen Space Reflection) hides a technique of dynamic reflection on 3d surface. The reflections are calculated in real time on the camera level. The effect is very efficient but limited to camera space only. Everything wich is behind the camera field of view, is not taken into account. Candela has just released v3 of their asset wich fix this issue in a certain way. The result is quite convincing. Here are some comparative screens.
Unity 3d water test
Category : NoneDynamic water test under Unity 3d. The duck is floating by using the principles of Archimedes. The water surface is controled in part by the module MegaFiers. Touch the surface of the water, and try to change its density with the slider... (Unity 3d webplayer needed).
A piece of Unity ?
Category : NoneI've declined the 3d model made in Zbrush a few weeks ago in a low poly version to try to get something similar in Unity. A good facture of sub sufrace scattering is difficult to get in real time, and the result is certainly not up to the original model precalculated, but the shaders transcribe well the glazed appareance. Let's play with the density for the most improbable results ... (Unity 3d webplayer needed)
Cup of tea
Category : GraphicsA little rendering training of a cup of tea. the spoon has been modeled with Zbrush, the rest with 3d Studio max. The rendering has been done with Arion. Although the logic of materials is very close to that of Maxwell render, the texture of sugars was difficult to obtain (by SSS mainly). I wanted to also test the quality of the displacement from Arion (engravings on the spoon). I have to say that the result is quite interesting, but relatively slow computing. Gain memory is however significant compared to the full poly model (which is primary for GPU rendering).
Strawberry tart
Category : GraphicsA little sweetness for a 3d modeling training session. The mesh has been modeled with Zbrush. The rendering used intensively of SSS (Sub Surface Scattering). I will certainly use this mesh in a better worked scene very soon... Stay tuned.