Hey
I didn't get a chance to test KS5 properly as I had previously had been running it on a lowly laptop - now I have a desktop rig I thought I'd have another go.
Played with the Pattern feature (instancing) and it's nothing short of amazing, especially the ability to then still treat every clone as if it was a normal duplicate in terms of materials, positioning etc
The scene that used the most polygons was the Desse Dragster scenes, 1000 clones and 2.3 Billion polygons
But the most fascinating (and relatively hidden away) feature is the Curvature procedural shader - in my mind it is immense and I want to congratulate the Luxion guy that coded this - it basically allows you 'dirty up' your model in crevices and folds... think of ZBRush cavity map on acid. What I'm using it for is to create metals with realistic patinas, i.e. corroded brass and copper. more esoteric and playful looks can also be had, in fact the few parameters it has belies it's power.
I think they look pretty realistic for completely procedural textures - these are just tests, loads more to come
**In my browser, a few of the images are being dynamically resized, they are best clicked on and viewed full size**
Hellboy sculpt by Laurent Dury
Dragster model by Christophe Desse
Cheers
J
Nice research J - impressive results to boot too :)
Martin
Wow - THe hellboy is amazing!
If I didn't knew it already, I would not have believed that it was a completely procedural shader. Good job.
Thanks Martin and Esben...
J
that curvature procedural shader looks amazing! That'll be right up your alley, J?
The instancing feature is surely a brilliant technical feat, but id like to see it have 'scatter' and 'randomise' features - basically be geared towards grass and out door objects, or be able to fill one object with multiple clones of another object (sweets in a jar type thing). At the moment it can only produce vast armys of clones in an array (albeit with different materials)
Ed
ps, nice bellboy sculpt!
Cheers Ed - and your spot on with the pattern feature exactly, that and it should be renamed to something other than 'Pattern', doesn't sound right to me... 'Klones' perhaps, or perhaps not, my strong point is not marketing...
And, ahem... have you been to Specsavers recently Ed ? ;)
Bellboy indeed...
J
QuoteBellboy indeed...
sorry, that's predictive text for you! "Bellboy"... sounds like something straight out of the profanisaurus!
Yea, I'd like to see the instancing feature be able to randomise size, orientation (Y mainly), colour, and 'pattern' location. Each of these elements should be able to be randomised within a specified range (subtle effect to drastically varied effect). I think with the new sun/sky system there could be the potential to do amazing outdoor tree/grass/nature shots (of the wide angle variety)
Ed
Those metal patinas are excellent! Really takes it to the next level.
Ed
Quotesounds like something straight out of the profanisaurus!
Sure does Edwardo, agree with you again on the pattern feature, but to be honest I'm not overly keen on the sun/sky system and I really don't like it being part of the HDRI editor
QuoteThose metal patinas are excellent! Really takes it to the next level.
Thanks Ed, much appreciated, you've earned yourself a second 'awkward man hug' of the day... ;)
J
John those curvature materials look amazing! Please share on KeyShot Cloud!
Delicious! All of them, but especially that first dragsters image.
Btw, 'Patterns' in KS5 work pretty much the same way as Patterns in CAD. Maybe that's where the idea originated?
I agree that patterns are stupendously powerful.
Dries
WOW great renders, like you say that is a hidden feature that should be recognised more and more. Especially for 3D artists.
Sweet renders John!
And Thank you thank you thank you for illuminating the Curvature Procedural!
That is just too cool!
Edit: After playing around with it for just few minutes Im loving it.
It would be nice if we could somehow overlay this procedural over the top of an existing material without having to overwrite the color.
For example be able to apply a curvature modifier of sorts to a nice red plastic. Giving the same controls just adding to the material information thats already there.
I dont know if this could be done but it sure would be sweet.
John Im with everyone else that has said post these on the cloud :)
Im going to try my hand at making some but would love to see how you are setting things up as well.
Cheers!
Quote from: The Metal Master on June 18, 2014, 05:23:53 AM
...
But the most fascinating (and relatively hidden away) feature is the Curvature procedural shader - in my mind it is immense
...
True, John.
I find this to be the case for quite a few KeyShot features.
To name a few: indirect bounces, GI cache, (range of) caustics quality... Some of these are a bit technical, but still easy to grasp and use if a few typical use cases would be provided.
I think Luxion should provide some 'reference cards' with clear examples of what each feature does and where it could be useful.
Dries
Maybe it's a cool idea for a new contest.
Pick any KS feature you like and make the best reference material for it. ;)
Dries
Back to using my thread for what it was originally intended for... ;)
QuoteJohn those curvature materials look amazing! Please share on KeyShot Cloud!
I had every intention of doing that Rex :) , just working up new ones and posting a few more images, then I will upload to the Cloud
QuoteDelicious! All of them, but especially that first dragsters image.
Thanks Dries, much appreciated...
QuoteSweet renders John!
And Thank you thank you thank you for illuminating the Curvature Procedural!
That is just too cool!
Edit: After playing around with it for just few minutes Im loving it.
It would be nice if we could somehow overlay this procedural over the top of an existing material without having to overwrite the color.
For example be able to apply a curvature modifier of sorts to a nice red plastic. Giving the same controls just adding to the material information thats already there.
I dont know if this could be done but it sure would be sweet.
John Im with everyone else that has said post these on the cloud :)
Im going to try my hand at making some but would love to see how you are setting things up as well.
Cheers!
Thanks Jerod... Yes, it's a cool addition to KS, that's for sure...
Regarding adding the procedural to already existing materials, you can already do that, as far as I can tell, the colour chips in Curvature replace the colour chips for, plastic, paint, Metallic paint, dialectric etc etc - so I have been able to create any look I want... I've attached an image of an orangey-red plastic/paint material
It would be cool to see what you come up with !!
QuoteWOW great renders
Thanks Jimmy...
Chaos Bust by Stefano Bernardi
Nice results again J - I like your experimental stuff, keep em coming
Martin
QuoteReally cool stuff - just started messing around with curvature to add a little dirt to cut lines in car body panels.
Cheers Sandy...
QuoteLast bit of jabble about indirect bounces...
Dries, here's a helpful suggestion... why not create a new thread for your indirect bounce discussions ?
Please... :) ;)
J
Last few renders before I upload these to the KS Material Cloud...
A Fuctifino Clay and a Worn Pewter
Cheers
J
oh that pewter is nice :P
Martin
Quote from: DriesV on June 19, 2014, 11:25:03 PM
Quote from: The Metal Master on June 18, 2014, 05:23:53 AM
...
But the most fascinating (and relatively hidden away) feature is the Curvature procedural shader - in my mind it is immense
...
... Some of these are a bit technical, but still easy to grasp and use if a few typical use cases would be provided.
I think Luxion should provide some 'reference cards' with clear examples of what each feature does and where it could be useful.
I think that is a really great idea!!
Great results Metal Master! Did you have a chance to upload these already to the keyshot cloud? Can't wait to play with them.. :)
nice job