AWS Thinkbox Discussion Forums

Frost appropriate for this kind of surface?

I need to make some cookie/cake type materials and wondered if Frost might be a good/fast/simple way to generate this kind of surface?

I really need to find a way to get that sort of micro, almost crystalline, sort of quality to get the right SSS effects happening.

Viable in Frost?

b

I think it can be done with Frost, will do some testing and let you know how.

Great - thanks Bobo!

b

That would be way cool! It totally reminds me of Dieters VRayISO plugin, man I wish he was still working on that.

Yep, that is exactly the effect I am looking for. This is about the 1000th time I wished that was still a going concern :slight_smile:

b

We have a plugin that does that via LevelSets and procedural maps, but the plans for its future are still unclear. Shout louder and something might happen… :mrgreen:

PLEASE???

:slight_smile:

Does this mean that Frost can’t quite do what I was hoping, or still looking into it?

Thanks!
b

I have tested a FR-MTD displacement modifier to a Frosted Fume, I imagine you could at least get close to the desired look, although it would be pretty poly heavy though. I have not tested rendertime fR MTD or Vray displacement yet, that may be something to test.

Granted this is nowhere near the surface detail you are looking for but it may be something to look into:

So Bobo,

This Level Set Procedural Map ISO surface generator…[size=200] I WANT IT! :smiley: [/size] it sounds incredibly fun and interesting, you wouldn’t happen to know where any “example” images may be do you?

I am not familiar with VRay ISO, but looking at some renders, they make me think of

Krakatoa PRTVolume
KCM_Selection Modifier: Selection = TextureMap - some float, and maybe set all positive values to 1
Krakatoa Delete Modifier

Then if you’re using Frost, maybe make the Radius somewhat proportional to selection?

[attachment=0]krakatoa_iso.png[/attachment]

My apologies if this is obvious.

The attached Max 2010 file has the source scene.
I used a box with a noise modifier for the base mesh.
Converted to PRT Volume, used a KCM to set the Radius channel via a Cellular Map.
The fine detail is actually Bump mapping using another Cellular Map and negative value.
A second set of PRT Volume / Frost was used for the white chunks, distributing a Geosphere custom geometry object with both Radius by the same map and Random Scale.
Frost_Cookie_v001.zip (43.3 KB)

HAHA you’ve got to be kidding me, that is pretty close to spot on! :astonished:

Nice trickery with the crystals :wink:

All it needs is some GI/SSS - I rendered it in Scanline, so it looks more like a rock.

wow thats sick. and there you have it – kapow! haha

I’m hungry now.

Sorry - my subscription to this thread wasn’t working so I did not see this stuff till now.

That looks amazing! Rendered with SSS and it should be perfect! I’ll d-load the scene and see if I can follow it. Thanks!

b

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