View Full Version : Pixar LIFTED shader
seedmastr
16-02-2012, 07:28 PM
Hello All, i'm working on a new model but i'm having some troubles making this material in 3ds max. Anyone knows a way to get it?
Thx a lot
190010
poopipe
18-02-2012, 04:36 PM
you'll want to start with one of the sss shaders and eyeball it from there. should be able to get close to what you want with good lighting and post
Its worth pointing out that pixar use a lot of custom shaders and rendering methods to get the look they need and that everything is pretty heavily post processed as well
seedmastr
18-02-2012, 09:46 PM
Thx for ur answer poopipe, that's right Pixar maybe is not the best referent as u are saying, and also i guess that there is a lot of work and research if i want to get this shader but lets start lunching some test over an eyeball, and we'll see what come out from that
Jussslic
23-02-2012, 01:57 AM
I LOVE Lifted!
In my opinion, it can be really tough to get what you want with SSS unless you know what each attribute contributes to the overall look. For what you're trying to do, I'd wager your software's help files could help you a lot.
Are you using MR? I don't know much about shaders, but one thing I noticed re-watching the short is that the characters have really diffuse surfaces. Almost no specularity at all, especially compared to the gelatinous creature in Monsters vs. Aliens.
Also the big guy is especially translucent around the edges, more than you'd be able to get from just SSS alone. If that's the look you're going for, it might be worth it try linking translucency or transparency to a fresnel node... I'd say overall the little guy's shader is probably a lot less complex.
Hopefully someone with more expertise chimes in, otherwise good luck!
Jussslic
23-02-2012, 01:58 AM
Oh, and that bluish rim lighting they're using really contributes a lot to the look as well!
seedmastr
23-02-2012, 02:10 AM
I LOVE Lifted!
In my opinion, it can be really tough to get what you want with SSS unless you know what each attribute contributes to the overall look. For what you're trying to do, I'd wager your software's help files could help you a lot.
Are you using MR? I don't know much about shaders, but one thing I noticed re-watching the short is that the characters have really diffuse surfaces. Almost no specularity at all, especially compared to the gelatinous creature in Monsters vs. Aliens.
Also the big guy is especially translucent around the edges, more than you'd be able to get from just SSS alone. If that's the look you're going for, it might be worth it try linking translucency or transparency to a fresnel node...
Hopefully someone with more expertise chimes in, otherwise good luck!
I'm actually using Vray for those SSS materials, but is being a pain to get even closer to the big guy, there is a lot of work testing shaders, lights and post, i'm going to composing everything in Nuke cause i hear a lot of good stuffs from that software but there is something else to learn, i hope also that if someone knows the exactly way to get it, could share it with us, i'm pretty sure that would be realy helpfull not just for me.
I hope i can get something good previews to post them here, so we can make some observation from them, but while i'm happy to listen all yours tips and ways to go trough.
regards
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