This image was created by using a shader on a sphere. The shader has a Fur material and 3 gradient layers. Luminous amount, transparent amount and luminous color. The luminous amount and transparent amount have their input parameter set to Fur Parametric Length. The luminous color's input parameter is set to Particl ID. The final color output has bloom turned on.
Thursday, December 22, 2011
Wednesday, December 21, 2011
Intel Unfold - Intro
For this spot, the modeling and lighting/texturing/rendering were done in modo. The animation was done in Maya, and baked and brought into modo using Point Oven. Everything was rendered on an Amazon EC2 render farm (720p layered EXRs).
Tuesday, December 20, 2011
Modo Wii Controller Exercise: Final Image!
The Wii controller images were part of an exercise on the Shader Tree in Modo. I didn't model the controller. I set up all the materials and lighting. The two sample images of the speaker and the D pad were tests while I was working towards the final render.
The speaker image is showing how discplacement was used to create the speaker holes. The D pad image is showing sub surface scattering.
For the final image, an occlusion map was rendered out and multiplied with the beauty pass in photoshop.
Saturday, December 17, 2011
Friday, December 16, 2011
Car Wheel Lesson From Modo
This image was done as part of a lesson on texturing and rendering in Modo. It's an old lesson but it still taught me alot. The thing that I find strking in Modo is the simplicity of the Render Tree and how easy it is to add effects layers to a material.
I was also blown away with the brilliant displacement on the tire. I did not build the model. I followed steps for setting up all the materials and the material layers.I might add that Modo has the really cool manipulator on a camera to adjust focus for depth of field. Very nice.










