Challenge 05:Â Beer Foam!Â New month, new challenge. Thanks to everyone participating in the last one, it was by far our most popular challenge so far. It's very nice to see new membersÂ joiningÂ whilst seeing others participate time after time. We thought about how we should supply the foam and went with a simple mesh, as this is _most_ likely the way you'll get it in production - and more interesting shading wise. I'm super interested in seeing the ways this will be solved! Volumes, anyone? Nested dielectrics, anyone? :-) This challenge the HDR was captured in the room I shot the reference picture at - so the lighting should be closer than usual! Just as our previous two challenges, there will be a voting panel of industry experts in lookdevelopment - working at Pixar, ILM and Double Negative.This challenge will last two months instead of one since I will be traveling in July and won't be back in time to organise the next challenge/voting.Â Good luck everyone!
The initial scene setup is very straightforward and only takes 5 minutes. It is important that we standardize scene conditions between contributors, so please make sure that you're not setting up the scene differently.
- Download and extract the .zip package.
- Open or load in the alembic, containing the scene geometry and camera.
- Assign a lambertian material to the floor geometry, assign the checker texture map [tex/checker_floor.tif] to the color slot.
- Repeat step 3 for the macbeth chart [tex/macbeth_chart.tif].
- Create an HDRI light and rotate it in these axis: [-175.0, -2.5, -180.0].
The default lighting setup should look like the following.
Please make sure to post renders using this setup. It is allowed to post extra renders using your own light setup. Since the shared light setup is at the core of the challenge, this will be heavily moderated. You've been warned!
What is expected of you?
This month, only oneÂ render needs to be submitted. The focus of these challenges is on sharing shading knowledge. ExplainÂ the shading setup in as much detail as you can be bothered to do. Think of shaders.xyz as a sort of open source project. Please, also share your scene file if possible. This is not a requirement, but would be very nice. About creating extra geometry - just try to think if it would work in a shading pipeline. If you think it would be practical, go for it.
Feel free to post WIPs in this thread.
For now, please use "auto" for the width and height attributes when uploading images. This is needed to display them correctly.
To tag others in a post, use the "@" symbol.
To avoid image compression, upload .png instead of .jpg! This is something we're working on to avoid.
That's all! The winner gets picked by the admin team on the 1st of July, 2017 and willÂ receive an exclusiveÂ SHADERS.XYZÂ t-shirt (hype!).Â Don't forget to motivate others by voting for your favorite submission! Good luck everyone!