Big Top Plastic Shaders

For look development on The Big Top I have been working on shader tests for plastic materials, in both Renderman and Arnold, these first 3 are rendered with Arnold.




We are taking reference from Evil Corp who make great plastic style CG models that look very realistic. The key things I picked up on was the subsurface scattering, and the amount of specular on the skin, so before we get some models and textures I am experimenting with these properties on this model.

I played with getting the scattering correct, which you can see working on the ear. I then played with varying amounts of specular and reflection. I don't think any of them are quite right yet, it will be easier to play with shaders once we have some textures painted.

I do like Arnolds ability to add lights for specific attributes, for example subsurface scattering, although its not physically plausible sometimes you want that control to push an effect in specific areas, although this could probably be achieved in comp it would be most reliable to achieve in render.

I did another test with Renderman, at the moment working in 2016 waiting for the 2017 release of non-commercial Renderman 21, which we are hoping to be out and within 2 weeks.



The lighting setup for both engines was different but I tried to experiment with shaders in the was. If we know we will be able to go ahead with Renderman we will move look development to it, but for the moment we are exploring Arnold, which is still a great renderer.

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