spider

This is a test render of an animation I've been working on.
Please tell me what you think, lighting etc. I want this piece to go on my reel for compositing, I plan to add atmospheric elements (dust). Keep in mind that this is a rendering directly out of Maya. The final will be layer rendered and composited. So what are you waiting for go rip it apart. Thanks![url=http://www.geocities.com/edanderson22/index.html?]www.geocities.com/edanderson22/index.html?[/url]

It's looking good, Apart for the lighting. It's totally wrong. You want to get the light colour, direction and intensity right. You might want to put some shadows on that light as well. The spider is not standing on the threads of that cobweb which makes it totally unbeleivable.
Hope this helps.

There are about 8 lights on the spider I just need to put more control over them; there is colour on the key (sun) light. The spider shaders have about .050 glow on them. If you look at the reference image I've added I'm trying to produce that glowing translucent look.

to get the trasparency effect of the photo maybe you have to use something like a ghost shader, with trasparency decreased near the edges of the shape: i'm not sure but maybe you can find a tutorial on A|W website

Bye

I'll check it out thanks!

like it - but wht didn't you keep the main body in silhuette like in the ref.? Much more dramatic effect with the contrast to the translucent legs. Agree with the other guy that it's floating a bit too much above that web....

Ivanp.

Well actually the animation is from that camera angle and you will have to see a trapped fly being sucked of its juices and wrapped up in silk. I do like the silhouette look though. Now that I think about it, I might have to keep it in silhouette in order to achieve that translucent look. The light needs to be predominantly coming from one side of the spider to get the translucent look. Right?

@@The light needs to be predominantly coming from one side of the spider to get the translucent look. Right?

You might also fake it by using incidence (sampler info, for you mayans) in the shader for the legs to make the edges of the legs translucent. If you want to go really fancy with this you could also take the direction of the light into account using a subshader. Hmmm.. maybe a bit overkill. Looks nice through - I did it once for a backlight shader...

Ivanp.

So whats sampler info & subshader?

yes, wtf is sampler info ??

I'll try to explain... Sampler info/incidence is a function that compares the camera normal with the geometry face normal and graaduates between them. "Something" happens in the shader when the geometry surface turns away from you. Typically used for generating Xray shaders, toon shaders etc. But I've also found this useful for creating more realistic effects such as rim lights or true glass.
I've used subshaders is for detecting the light position in the scene - but I'll leave that for another discussion.
You can use this to make the legs of the spider translucent without using a lot of rimlights in the scene.

Well im not going to rip it apart, as it is a very good spider, at least for the student's section of this board to post on. I know a LOT of people have a hard time trying to make spiders. I like it. The kitchen on the other hand seems to have some aliasing artifacts? The walls are a bit bare etc, but I assume you will SHOULD add more textures to them. Also, add a halo inside the kitchen maybe, make it more relastic. The background outside the window just looks like an image with gauss blurr on it.

ok, i think that makes sense... the sampler info applies a type of "effect" that changes the shader as you approach the edge of the visible geometry...

however, how can i learn to use it, and manipulate the outcome ?? thanx!@

yeah, what he said.

The kitchen was my first taste of actually doing a full rendering. The walls do need see more help. A lot of people had a lot to say about the bg image. That project is done due to the fact that file got damaged, so Ill keep the advice for the next project, which is the spider .

http://www.highend3d.com/files/dl.3d?group...amp;file\_id=710

look in the hypershade. and in the manual.

Got it, thanks.