I made a set of shaders for one of my older characters in the Unreal Engine.
I also created an animated shader for the substance that is in her crossbow:
This assignment was inspired by Journey.
I used hdr images from this website: http://www.hdrlabs.com/sibl/archive.html
While using just the “texture” as the light source, emit light turned on, and quality set to 2, I get these results:
Using this image that I got from the sIBL Archive:
The same image, but I changed the rotation of the sphere so that a different section of the image is emitting light:
Comparison between the two:
I gave the drop cloth a mia_material_x and some reflectivity so that the sky reflected into it.
with a lighter background and even more reflectivity(I also modified the sky position):
I modified the scene a little so that I could utilize a portal light. I also changed the sky image:
Another sky image and a new color multiplier:
Just an’env’ image:
Rendered without the sky background:
Higher quality render of an earlier image:
Key light only:
Fill light only:
Fill light with a blocker:
Rim light only:
Rim light with a blocker:
The finished image:
It took some time, but I got caustics to work in Maya, using mia material x.
I rendered a scene using red glass, painted wood (the chess board), and metal. The metal didn’t turn out as well as I would have liked.
Some other variations on the metal material:
Final Gather only (left), global illumination only (right)
Final Gather only (left), global illumination only (right)
Both turned on.
A small sample of area light settings.
I added an area light with the default settings.
The scene layout was inspired by a concept art piece by Matt Rhodes. Reference link here: https://www.artstation.com/artwork/Yqob
Render:
The light placed in a different position:
And another position:
I changed the decay rate to quadratic.
Ooops, it’s too dark to see now.
I increased the intensity to 10. It’s slightly brighter if I increase the gamma.
You can see that the light is effecting the area, but it just isn’t enough. So, I changed the intensity to 150000.
Here is a comparison between the first (1 intensity, no quadratic decay) and last image (150000 intensity, quadratic decay):
Messing around with ramp shader settings in Maya.