Sample shader glass

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JulianoLisboa
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Sample shader glass

Post by JulianoLisboa »

Study of modeling and photo-realistic rendering of glasses and liquids.
whisky01.png
whisky_clay.png
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Sharlybg
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Re: Sample shader glass

Post by Sharlybg »

N8ce render models and beautifull caustics. Could be improved with higher specular deph value to clear the dark reflection in glass. But it will be very demanding (specular between 48 to 128 ) plus higher clamping to keep details.
If you want to test try with half the resolution (will speed up render 4X) and you enlarge with online AI tools like lets enhance for free.
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TAO
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Re: Sample shader glass

Post by TAO »

you did a good job here, i like the render and feel of the images, well done.
JulianoLisboa
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Re: Sample shader glass

Post by JulianoLisboa »

Hello friends thanks for the compliments. I tested with 128 Sharlybg, I found the image a little washed, I liked the black areas because of the contrast, the clamping took too much shine ... I never really understood how the clamping works. Could you explain me?
whisky02.png
zuljin3d
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Re: Sample shader glass

Post by zuljin3d »

Looks great :o
Actualy sorry for my google translate english :)
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B.Y.O.B.
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Re: Sample shader glass

Post by B.Y.O.B. »

JulianoLisboa wrote: Tue Mar 09, 2021 1:08 pm the clamping took too much shine ... I never really understood how the clamping works. Could you explain me?
It looks like your clamping value is too low here.
Clamping means roughly that samples that are brighter than the clamping value are made darker.
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TAO
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Re: Sample shader glass

Post by TAO »

JulianoLisboa wrote: Tue Mar 09, 2021 1:08 pm Hello friends thanks for the compliments. I tested with 128 Sharlybg, I found the image a little washed, I liked the black areas because of the contrast, the clamping took too much shine ... I never really understood how the clamping works. Could you explain me?

whisky02.png
Clamping means anything above and the number will be set (clamp) to a maximum number.
In math means if you have something like 1.2 and the maximum number for the clamp is 1 any bigger number that will change to 1.
so in your case too bright areas have a bigger number than the maximum threshold so they will be less bright to respect the threshold in the clamp.
Think of level in photoshop that just filter the bright pixels and make them darker to reach the certain value.
Last edited by TAO on Tue Mar 09, 2021 2:10 pm, edited 1 time in total.
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Sharlybg
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Re: Sample shader glass

Post by Sharlybg »

For contrast level and final touch good reference help a lot :
600feb71488ff947de61a361eac98975.jpg
5ed8b486fb4494f69af4154e42f92a6d.jpg
ac47ce7e508edf7e037c8783dc055e3e.jpg
you can see clamping as a tool to cut every bright pixels above a given value (the one you set).

Higher value == brighter image and more details in highlight (but noisier)
Lower value == darker les contrasted image (softer and clean output )

So you have to find a balance depending on your project.
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JulianoLisboa
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Re: Sample shader glass

Post by JulianoLisboa »

What do you think? I used the clamp value of 20, I found the suggested value of 1.47 to be very low.
whisky03.png
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TAO
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Re: Sample shader glass

Post by TAO »

It is already perfect, of course personally I prefer a little bit more of caustics.
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