hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06
nice blog but here is the thing, what is wrong with overlaping uv's and mirroring them, what are the cons of overlapping them and why is this method better in the case of uv? thanks
Thank you @Fcardoso The volumetric light is available in the latest 2018.3 beta. In the visual environment setting, there is a new option to select Volumetric light fog. The screen I shared is from 2018.2 during that time I was using a script to enable it :)
FXGuide has recently published an amazing article on the technology behind Renderman’s implementation of the Marschner Hair shader. The article features interviews with both Professor Steve Marschner (Cornell University) and Christophe Hery (Pixar Research group).
Here is a small piece of the article to get you interested:
The success of the Marschner model is in great part due to the specular estimatation and it’s deployment of three specular lobes using multiple specular transport paths:
- Primary Specular: This can be described as the specular reflection.
- Secondary Specular: TRT “transmit” this becomes the colored specular contribution.
- Transmit Specular: TT light transmits through the hair surface (forward scattering) and produces the important back lighting.
The key contribution of that original paper was to “identify, explain, and verify these different modes of scattering in hair and the appearance characteristics they are responsible for, as well as to provide a simple model to simulate them” commented Marschner when he spoke recently to fxguide.
You can find the full article on FXGuide.