How Do I Render: Ice Cubes (Redshift & Maya)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello Michael here with another how do i render tutorial today I'm going to be having a look at how to render some ice cubes using redshift in Maya so the first thing I'm going to do is just set up a background very quickly we're going to use a plug on plane for the floor and we're also going to go to red shift and lights and we're going to create a dome light and also just for a key light a physical light and I'm just going to move that into position somewhere like that alright so to start off we're going to create a cube just a one by one cube and we're also going to test like this or a smooth subdivide it so before I do that I'm just going to hold down I'm just going to go to edge mode hold down shift and right click and then go to insert edge loop and we're just going to add a couple of edge loops there so this are so this cube steak looking like a cube when we subdivide it now this is going to be a block of ice you can make it any shape you want it can be more of a sort of long style of ice cube or or you can make it sort of you know you could vary the shape as much as you want I'm just going to go with the cube for this tutorial though alright so let's create a red shift shader and assign it just a red shift material sine mat and we're going to call this our s Ice Cube we're going to increase the refraction transmission we're going to decrease the diffuse weight and we leave the reflection on we will change the index of refraction to 1.3 1.3 Oh which is the refractive index of ice because I just looked it up and now we'll just take a quick render to see how it looks at the moment all right that light is super hot so let's just turn that down to like 25 okay all right so it looks like a glass cube which is sort of basically what I want at the moment but we're going to assign some procedures to it so we can make it look like a sort of randomized surface like ice would have sides going to make sure that's so see on the ground a little bit all right so before we go in and our displacement tilt we need to make sure that we can displace it so select your cube and under the attribute editor go to the point cube shape we're going to red shift we will enable to installation and enable displacement next we're going to the hypershade editor which i've been red shift this placement on the out into displacement shader then we're going to type in fractal and go down to fractal texture and run the out color into the texture map so we're going to be using this procedure here for our and our displacement and just as a note also in your displacement make sure you've got it set to height field and not vector this just obviously a fractal it's just a 2d texture doesn't have any victim information all right so that is our ice cube tutorial over and I'm just coming ad so obviously this is out of control at the moment we need to go to our displacement node which I've already got selected and you can see in the attribute editor here and we just want to adjust the scale so we can go to like point 1 to start with and see how we look not bad it's probably still a little bit on the bit on the rough side still maybe 0.05 yeah it's things a little bit better one might be in touch hot still and actually the environmental I might be making this a bit difficult so so I've just turned the environment light exposure down to negative 4 so now we can see that our ice cube is sort of a bit ice cube ish and like it's still a touch rough we can adjust that with the fractal node though so we'll go into the fractal and I'll see keep it there on the entropy editor we just sort of play around with it to change the amplitude maybe increase the threshold and alright lower the ratio and then you'll get a little bit sort of more larger pieces of displacement displacement the frequency ratio is going to sort of increase the detail on it so maybe 1.25 I'm at 1.8 then it's just a matter of setting the max level and we can go a bit further here so because this texture looks like it still got a little bit too many small details I'm going to go to the place 2d texture node and I'm just going to change the yeah I'm just going to change the coverage to be two by two which would just make the overall fractal look a little bit larger and then I can just balance it out so I just want to sort of soft ripoli surface I'm not looking for doing anything too exciting the displacement tonight service is a normal and you'll see there on the left hand side there I was going to get a nice bit of detail but not too much that's up to you how much you want if you want to go crazy then by all means go crazy you can create the ratio and get a little bit more surface Distortion but I like to always try and strike a balance where possible you want to smooth that up touch another note with the displacement it's also going to displace the surface away from the your base mesh so just watch what it's actually clipping in the render and if you create a couple of other ice cubes so just by um just by selecting out and ctrl D N and then you know don't do more work then you have to just rotate them around so they look like completely different bits of ice no one will ever know I promise I'll never tell and you could also obviously chase their change their overall size if you want to as well I think an IPR and you'll see that they look you know like three different pieces of ice or thereabout can go and bit further and change things if you want that sort of this is just a bit of an example one other thing we can do because you know these look pretty much done check those in glass of whiskey not that I drink whiskey with ice gentleman drink it neat and we can change the attentive our dome light so we use a cool blue color because psychologically you've been trained to know that things that are called a blue and you will find that that just sort of increases the overall effect of them looking like ice you could also do the same thing to your key light if you want at that point you might be getting a bit too blue I sort of like to balance that sort of thing out with a warm light white in this case we're going to consider warm and yeah you could do one final thing as well in the hypershade editor we can also create a noise texture and we run that color into the diffuse Channel so when IPR that now if I go into our shader you see it on the HP editor on the right here if I just increase the weight just a fraction 0.1 having a touch of diffuse on it doesn't hurt for the realism as ice tends to trap very small air particles inside of it as it freezes so not only will it help the real isn't it will also help the overall silhouette so you're going to balance it out fairly well and the noise is the noise is good because it will obviously cancel itself out when it turns black you want me to see it so you might want to play around but further with the noise but that's just a suggestion I sort of take that or leave that if you want to if you're putting it in water or something like that you probably want to notice this that might not be worth it yeah and further to that there's not really much to say check a little puddle of water around if you want at that point you just need to make a water puddle shape and then assign the same shader pretty much as without the displacement and you're good to go and that is how you read their ice so hopefully you liked that tutorial if you did make sure you click them like buttons and other people can find it on YouTube and if you haven't already make sure you subscribe to a couple of these tutorials every week for products like redshift and other cg products if you were to start to that even further check out the facebook page link in the description that's it for now though thank you very much for watching and happy rendering
Info
Channel: Small Robot Studio
Views: 16,920
Rating: 4.8078604 out of 5
Keywords:
Id: ZK2LehsTChs
Channel Id: undefined
Length: 8min 29sec (509 seconds)
Published: Thu Jul 20 2017
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.