Working on an asset to test out the material effects for transmission/volume/attenuation in glTF.
Maybe I can get something like this, but with the fogginess rendering in realtime?
Simulating this with mCloth in 3ds Max.
Early attempt was a spolsion,..
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Next few attempts were a bit melty.
Interesting tip here, basically create a temp interior shape to sim on top of.
Getting closer. Looks likwe I need some elastic for the top.
I need to do this too in blender for one of my scenes. been putting it off :)
It looks like 3ds was not meant to handle this. You need either a plugin or dedicated software (marvelous, houdini). Honestly i am not optimistic here but (as a max user) rooting for this experiment.
Thanks. Well so far it's been just me thrashing around without reading the docs. Should do this with a Delaunay tesselation instead.
Took a step back and made a simple test glTF to try out my idea.
Kinda works, maybe. Bake a height map, then blur the heck out of it and use for volume attenuation.
Think of olives in a jar of dark liquid, how the ones near the glass are clear but the rest fade into blurriness.
I'm using an inverted depth bake as the glTF Volume thickness tex, and also for the Roughness. Have to blur it a lot though, to hide the disconnect with this surface-only effect.
It's not quite up to the task, yet, but it does show some potential!
Turned it into a jar of eyeballs.
And I made a demo
Neat, if you want to use anything else, even thought experimentation is fun, i guess check this video might help: https://www.youtube.com/watch?v=mnSg5iOS4QU lot more stuff there too for anyone interested, the goal of this channel seems to be, time saving. Fun to see posts otherwise, eyeball jar is a new one for me so "points" for new direction.
Thanks!
I used tyFlow recently for another project (broken window sim) and remembered it does really nice softbody stuff too. A quickie tutorial:
So yeah, still interested in the plastic bag approach.
this looks pretty good, not 3ds max oviously
Wow that's really nice. Cool effect!
I could do same thing in 3ds max with garment maker + cloth modifier.
Show me!
I did some tests with Garment Maker, read some docs, but it was a bit difficult to get good results.
Often it wouldn’t mesh a simple rectangle shape, crashed Max, etc. Maybe I just need to use it more.
tyFlow on the other hand is pretty amazing. Considering shelling out for the GPU and multithreading.
https://www.instagram.com/_tyflow_/?hl=en
Update, baked a new model. Still tweaking things, the thickness map isn't quite right yet, and the top knot isn't great.
I made simple objects like potato sack and it worked fine. I tried that method for this model now and Max crashed :(
More testing. This time with a pathtracer, to verify I'm adjusting things in the right ranges.
glTF can be rendered in a pathtracer (non-realtime) or it can be rendered in a rasterizer (realtime). So, it helps to adjust values in the glTF so the rasterizer looks as close as possible to the pathtracer.
Looking at this, I'm realizing I need a better AO bake for the garbage, so the interior gets appropriately darker. This pathtracer ignores AO since the rays are all being done at render time. But the inside is pretty dark, even though the Attenuation Color is white.
To get a similar effect in the rasterizer I need a good strong AO with a far search distance.
Same model but with red Attenuation Color instead of white.
And here it is in a rasterizer (Babylon.js)