07. nature mort

This page shows the results of applying a custom surface shader, written in the RenderMan Shading Language, to a Maya scene in order to create the illusion of decay and rotting.

 

01. Fresh Bananas

 

Ah, fresh bananas, no one can resist them. But if you leave them for more than a day, you'll quickly find that your healthy batch of potassium has turned into cancer.

 

Here we will explore the process of recreating this wonderful event. Have fun and enjoy, because I sure did. ( I hate bananas )

 

02. Reference / CG

 

Here's a side by side comparison of the reference photos I took of my banana, and the final rendered animation from renderman.

03. The Model

 

Here's a quick render of the banana I modeled in Maya. I first attempted to model it with a curve / loft with nurbs... and then I realized there would be problems with texturing later down the line.

 

I decided to just model it in polys and do a smooth on it.

04. Half of a banana

 

I had to model the cut banana seperate so I could texture the inside polygons with a different displacement / texture map.

05. The Composition

 

This was the final concept / camera setup for the render.


06. The blind texturing

 

Test texturing on the bananas. The UV editor decided to not work in Maya so I had to re-render each time I updated the maps in photoshop.

 

 


07. Inside texture

 

The inside texture maps are 800 x 800. I basically took a picture of the cut banana and photoshopped the results of the rotten version, then used the grooves and darkness to produce my displacement map.


08. The banana texture

 

The texturing of the banana was a little harder because the UV auto mapping decided to cut the faces into weird positions, so lining up the texture map on the seems and creating an image that merged seemlessly was pretty challenging.

 

Same idea goes for the banana texture, I used the rotten version to create the pits and bumps for it's displacement.

09. Texture testing

 

Here's a quick render of some of the textures applied to the models. The blue X's on the half banana was used to coordinate where the rotting would take place, and to help sew the textures together seemlessly.

 

 

10. Shader view

 

Because of the troubles I had with textures / UV editor in Maya, I had to do a lot of different material testing to get the final result I wanted.

 

The final scene uses probably 4 of those shaders plus a few lights.

11. Shader breakdown

 

Here's a quick look at one of the shaders involved with blending the banana texture from a fresh rip look to it's final rotten state.

 

A seperate emboss shader was created to control the lerp displacement over time.

 

The spotlight shader was set to max samples with a 4k shadow map to decrease jagged edges.

 

 

12. Some still renders

 

here are some random shots of the bananas.

 

Just some beauty shots I decided to render out while I waited for the local machine to render 300 frames because the renderfarm doesn't like me at all.

 

Click to enlarge the pictures.

13. Render farm errors

 

So the renderfarm decided to not work correctly with my shaders.

 

I tried different methods, saved out a RATWorkspace and everything with correct paths. Changed the project directory directly into the farm folder, no luck. I got 300 tiffs of the image you see to the left. Not exactly a good project to turn in...

14. The Final Render(s)

 

After much rendering time on the local machine ( probably about 1 1/2 hours ), I came out with a preliminary animation.

 

The second render was done in class after tweaking some light / saturation settings and retiming the rotting so that the exposed interior of the banana would rot before the outside skin started.

 

The change is very subtle, but I think it helps convey a rotting sensation better than the first rendered animation.

 

The banana reference helped a lot in the creation of this animation.

   
   


 

 

 


 

© Sunny Chan / Turbo Productions 2006.