tag:blogger.com,1999:blog-88733477592134038872008-07-21T14:24:36.639-07:00Brazil r/s V2 Field GuideCptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comBlogger54125tag:blogger.com,1999:blog-8873347759213403887.post-74159209932560736192008-07-21T11:56:00.001-07:002008-07-21T12:09:50.350-07:00Procedural MarbleThis is a Brazil for Rhino tutorial, but it's got a great conceptual breakdown of the process Brazillian, Paul Sherstobitoff uses to create a really nice looking procedural marble: [here]CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-17292984341556007572008-07-17T14:06:00.000-07:002008-07-17T14:07:17.232-07:00Making Grass with Displacements in Brazil r/s...What options do we currently have?
For those who are doing ArchViz in Brazil 2, this is a common question. I have seen some nice work using displaced grasses in other renders, so I decided to spend some time exploring different techniques for getting similar results using the currently available versions of Brazil.
Within Brazil r/s, there are two different ways to make displaced grass:
CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-31513467509431419402008-07-16T12:14:00.000-07:002008-07-16T13:15:50.113-07:00Aren't computers cool?Here's an image rendered by David Rutten in Brazil for Rhino:
"A little trick, the geometry looks fine in reflection and casts proper shadows. Only Primary Camera rays have been fooled."Too cool not to share.
Next: building grass with B2 displacements
CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-35408778654177607292008-07-08T13:45:00.000-07:002008-07-08T13:50:28.551-07:00Brazil "Rio" video tutorialHere's a new video tutorial posted by fellow blogsite: Mental 'Bout Max. It's only covering reflection in the B2 Advanced Material, but it has a nice conceptual overview of that strange "Kr" in there :)
CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-59374392597513057782008-05-29T16:15:00.000-07:002008-05-29T16:42:43.721-07:00Brazil r/s "Rio" - Available Now!
The free-for-use version of Brazil r/s, aka "Rio" is finally here!
The big differences between this and the previous versions of Rio is that this is based on Brazil r/s V2.x's Pro-Beta version, and is less "limited" than the previous Rio: In this one, the res limit has been increased and the EULA doesn't say non-commercial-use-only anymore.
Rio will work for trying or sharing materials fromCptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-75515402865391583022008-05-14T12:31:00.000-07:002008-05-14T15:51:55.108-07:00Rhino Beta -- last chance?Here's something from the rumor-mill: It's looking like beta testing (free to registered rhino 4 users) may be nearing completion, so now might be the time to get a look at it, in a near complete state, before McNeel and co. close the beta!CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-52812017623718507682008-04-23T12:59:00.000-07:002008-04-23T13:00:35.496-07:00DomeLight vs. SkyLight"[Dome light] does have a slightly different look to the skylight and I was wondering what the difference was, as on the surface they seem to be doing the same thing."The main difference is usually the use of the Render Cache. The DomeLight does not work with the Render Cache yet, which Sky Light does. As the Render Cache tends to blend the samples together over a greater area, that's usually theCptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-57933683928277850762008-04-08T14:58:00.000-07:002008-04-08T15:08:59.954-07:00Brazil 2 "Linear Workflow" in zero words or less.I just saw this on the SplutterFish forums and got a kick out of it. Image courtesy of zemmuone. :)CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-6380284671188905762008-03-31T13:58:00.000-07:002008-04-08T15:24:31.025-07:00Resin Domed Decals in Brazil r/s V2A friend of mine asked me if I could make a "resin dome" type sticker in 3d. The picture below is an example of the kind of sticker I want to create.
Here is start scene made in 3ds MAX8. *start.max* Start scene
If you open it, you should see a simple scene with a camera and 2 objects. The top of the object is made from a loft, asCptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-65899483870665446592008-03-28T18:43:00.001-07:002008-03-28T18:47:15.992-07:00um....So, yeah... a couple days back I said I was gonna post a new tutorial... About 15 mins after posting that, the dc jack on the back of my laptop melted into a stinky, smokey, blackish, gooey mess in the back of my computer. Fun!
So -- just getting a new lappy together now and will get that post up as soon as I can... and oh yeah, One more thing -- I've now drank the cool-aid and have decided on CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-25105106327106471452008-03-24T12:23:00.000-07:002008-03-24T12:24:26.691-07:00Un-ToonOff topic, but wow.
I've got a lot on my plate for today, but I'm hoping to get through editing and posting a new tutorial from Pavel for tomorrow.CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-6579453856640649702008-03-14T14:52:00.000-07:002008-03-15T10:37:26.483-07:00Friday Diversions3D World recently published the first official "review" of Brazil r/s v2.0. The problem though, is that it wasn't a straight-up review, it was primarily a comparison between Brazil 2 and V-Ray 1.5. At SplutterFish we were really looking forward to this review -- Brazil 2 is really a great improvement over Brazil 1 -- we knew that and we didn't think that a straight review would see anything but CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-41990457278294364662008-02-21T12:45:00.000-08:002008-02-21T12:47:18.753-08:00Brazil for Rhino -- Wax shaderPosted a month ago -- just ran across it on youtube.
CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-19371059043930905692008-02-19T13:17:00.000-08:002008-02-19T14:32:53.865-08:00Caustics in Brazil r/s Tutorial AppendixIn this short Appendix to "Tutorial: Rendering Caustics in Brazil r/s" I will make a simple demonstration of how caustics are generated by different basic geometries. I hope that some of you will find it useful and also it will save you some time on your own projects. Scene settings are the same as in my caustics tutorial with the teapot. I also attempted to use different sizes and positions forCptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-21198594228464396222008-02-11T14:02:00.000-08:002008-02-11T14:56:51.422-08:00Tutorial: Making of Lamborghini GallerdoHere's a nice Brazil 1 tutorial by Simon Nutall (Iconized). It covers the whole look-dev process and includes the construction of the model, some good observations, and texturing and setting up the materials.
It's nearly a two years old, but something bumped it's rss feed so google alerts just picked it up yesterday.CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-28278423487753254562008-02-05T23:45:00.001-08:002008-02-05T23:45:57.888-08:00A few speed tips and tricks: Glossy materials, Lot of lightsI usually do interior renderings. This means that I use a lot all the cpu-killing bells and whistles available: glossy materials, area shadows, ies lights, GI etc. I have to render at 4k size or even more, so, in order to keep rendertimes as low as possible, I've learned to use a few tips.
Glossy materials
Almost every material, in real life, is both reflective and bumpy. Obviously some zemmuonnehttp://www.blogger.com/profile/12437784916737747318noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-77570044540255923692008-01-17T13:28:00.001-08:002008-01-18T14:10:55.352-08:00The new BlackThis blog's not dead yet... just been busy with other things. But, check this out: http://www.news.com.au/story/0,23599,23060778-13762,00.html
It's interesting because when we get into creating realistic materials we oftentimes say things like "don't use 100% white or 100% reflective materials because they react unrealistically in the environment." Here's the same idea on the total blackness CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-70912693476523187742007-11-20T14:42:00.000-08:002007-11-20T15:40:42.239-08:00Showing-off with the new B2 DomelightAs some of you may already know, we've just released a new Brazil 2 pro build with several new beta features (check the attachments at the bottom of that post). We've already started getting some interesting test imagery -- I thought it would be cool to share :)
"Render test by Cuneyt Ozdas -- Domelight with Brazil 2 Advanced material, SSS texture and area highlights. The scene is lit by the "CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-92154724373630600272007-11-18T15:33:00.000-08:002007-11-19T15:55:32.327-08:00Anisotropic HighlightsTheory
Anisotropic reflections occur when small groves in a surface cause the reflection to be stretched in a particular direction. So how do we create them in 3d? Well first, anisotropic reflections in cg can be split up into two categories.
An Anisotropic Highlight. A highlight is just a faked reflection of a point light source. Most 3d apps have a way to do anisotropic highlights, and that's neilblevinshttp://www.blogger.com/profile/03447010756723306703noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-24693533920444746422007-10-10T19:28:00.000-07:002007-10-11T14:10:34.305-07:00Tutorial: Rendering Caustics in Brazil r/sLet's start by answering the question, "what are caustics?" According to wikipedia, "a caustic is [an] envelope of light rays reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface." This results in the concentration of light into patterns of light and shadow that's projected onto another surface. Caustics are very common in the CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-71304169936355348252007-09-28T17:24:00.000-07:002007-09-28T17:45:09.165-07:00Friday Diversons: (lame excuse version)My apologies for the lack of posts lately -- been very busy w/ work and life (we're preparing the release candidate, and... finally.. a website for Brazil materials :) ).
As for what's coming next on the blog: I've got 2 tutorials that have been contributed, which just need some editing and reformatting, as well as the interior tutorial mentioned previously, and more chapters for the field CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-85596265088169737192007-09-14T14:02:00.000-07:002007-09-14T14:10:30.256-07:00Friday Diversions: ToonageI really love the toon renderer in Brazil r/s -- Invariably, whenever I'm just messing around with Brazil r/s, I find my work drifting into experiments with NPR and toon renderings.
I'm a long time fan of cartoons of all kinds and love the different styles that have developed with different cartoons/comics/illustration/etc. Our original cartoon shader development was done for a game called "CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-89120827114505441252007-09-13T12:50:00.000-07:002007-09-13T13:01:05.645-07:00Tutorial: Control ReflectionsThis simple tutorial will show you one of the ways to control what is reflected in your scene. Download the file field-guide_reflection_tut.zip. Open the max file. We see a simple building and some kind of public art teapot sculpture. Render the camera view.
The windows are a Brazil 2 Chrome material and we can see they are reflecting the ground plane and a white environment. (Check out theCptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-8215429328902621772007-09-06T13:07:00.000-07:002007-09-06T14:03:00.842-07:00Tutorial: Neon Tubing with Object Lights Assignment Come up with a setup for doing Neon Tubing -- complete with the proper look of the neon object itself, and it's illumination. Observations: We're all pretty familiar with what neon lights look like -- self-illuminated tubes of glowing color. Different colors and different effects are created with different types of gases and tubing. A quick look at a google image search for "CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.comtag:blogger.com,1999:blog-8873347759213403887.post-40567032841909244072007-08-30T12:40:00.000-07:002007-08-30T13:54:14.221-07:00Tutorial: AO and Baked Light Maps - Part 4... continued from part 3
Normally, baking out a light-map is relatively straightforward, but in this case, we have mapped light (the custom Occlusion texture in the grounds Extra Light slot), skylight exclusions and GI exclusions, which creates a much more complex environment to create our baked lights in. The key part from the original assignment for this part of the tutorial is, "baking in CptVideo!http://www.blogger.com/profile/03678575340409521400noreply@blogger.com