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Iridescence test by Nephis

Iridescence test

Nephis

WIP.

I took a few hours of break from school work to have some fun in Max.

I cooked up a shader that reflects rainbow colors on surfaces that are facing away from lights, with a falloff Fresnel gradient to control at what angle the iridescence starts. It turns out to be a much cheaper solution to compute than the triple anisotropic shader I had going on before. It gives me full control over the colors, where they are and how they interact with the lighting, while cutting render time 4 to 5 times. Win win!

I'm trying to approximate this : http://25.media.tumblr.com/tumblr_m.....d3g9o1_500.jpg

Not sure I quite got it yet..

Character is  ssthisto

Low res made in 3ds Max
Sculpting in Zbrush 4
Rendered in Max using Mental Ray, MIB_Blackbody shaders on skyportals for lights, AO + Diffuse + Iridescence pass
Assembled in photoshop

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