Here are the renders to promote my Clay material which is already uploaded to LiveDB.
I've already put a turntable Which can be viewed HD but directly on the vimeo site.
The material can be improved with the help of a noisy bump and normal bump map.
In this case I've tested this material with the help of a bump map that Jeff Patton has posted in his blog that has been created few years ago.
Jeff is great. I've learned much from him. And here I must share his contribution to us. His blog should not to be missed.
http://jeffpatton.cgsociety.org/blog/3930
In order not to steal the map, I haven't put the mapped verison at liveDB. You might do that on your own.
In the image below, you can see the improved version of the material. But the image below can give you a clue about the nodegraph flow to be followed.
[vimeo]http://www.vimeo.com/20596615[/vimeo]
Clay Material
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz


http://www.gm3dart.it
MB Asus P5K, Intel core 2 Quad 9550 2.83 Ghz, 8Gb Ram, 2x Palit GTX 460 2GB
Lightwave 10 , Windows Vista 64Bit
MB Asus P5K, Intel core 2 Quad 9550 2.83 Ghz, 8Gb Ram, 2x Palit GTX 460 2GB
Lightwave 10 , Windows Vista 64Bit
Thank you! 
@er_beppe
if you would like to see the settings as in the node graph.
Drop me A PM with your mail address and I send it to you.

@er_beppe
if you would like to see the settings as in the node graph.
Drop me A PM with your mail address and I send it to you.
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
Hey Oguzbir very nice test..You can post the material setting? (mix material amount ecc ecc) ..one question...the image in the normal channel automatically invalidate the image in bump channel. test without..should not change the result
I7 2.8 860 -Win 7 64- 8 GB DDR 3 - Gainward GTX 560 Ti 2Giga Phantom
- Phr0stByte
- Posts: 141
- Joined: Tue Jan 12, 2010 12:44 pm
Ok let me tell about the node flow.ironelix wrote:Hey Oguzbir very nice test..You can post the material setting? (mix material amount ecc ecc) ..one question...the image in the normal channel automatically invalidate the image in bump channel. test without..should not change the result
First you should link the RGB Spectrum color to the 2nd node of the diffuse material in order to create the fake SSS effect.
What I see from your node flow is that RGB spectrum is linked to the diffuse color node of the diffuse material.
The connected RGB color, that creates fake SSS effect generally tends to work the opposite of the main diffuse color channel.
Lets say you have a warm color as diffuse color then you have to link a RGB color opposite of the diffuse colour.
in this case diffuse color is a pinkish yellow. and the Translucent ( fake sss) color needs to be bright blue and a bit of green. Please test with pathtracing on and with an HDR image lighting the scene.
Next I've created the normal map from the bump using Nvidia's photoshop normal map filter. google it and you'll find it.
Be sure to use the normal map as a image not a floatimage. This gives good bump effect.
And I already use the black and white map as the additive bump map.
And again using the inverted bump map in the mix material's mix node.
You'll understand more if you have a look at my Clay material in the liveDB as a referance.
Cheers,
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz