View Full Version : CocaCola Shader
Astrit
08-27-2007, 01:06 AM
Hi guys
I wonder if anybody would help me do define a shader for
CocaCola. Should I start with to tweak with SSS (..and I did, and failed so far :rolleyes: ) or .....I don't know
Anyone know of any tutorials or material files?
...Jeff (Patton) you have the word.....;)
Thanks a lot folks
mentol ray
08-27-2007, 08:45 AM
It's just a liquid, so use dielectric or arch&des for base. Buy a bottle and use it for reference. Check IOR by eye, because it's not always 1.33 for water as it's writen. Double-sided reflectivity with fresnel, enough level of trace depth rays.
JeffPatton
08-27-2007, 09:29 AM
It's just a liquid, so use dielectric or arch&des for base.I agree. I'd also start with an A&D material, then enable the Max Distance option and use a reddish/brown color in the "Color at Max Distance" setting.
Then of course add LOT's of bubbles...I'd probably try to use a particle system to add the bubbles instead of modeling them.
shikuku
09-20-2007, 09:27 PM
Well... i use particle to cre8 bubbles~ but there's a long way to go for me... :p
Sorry for not contributing to anything about crating coke's shader.
smashley
11-27-2007, 10:50 AM
We are working on a coke pitch right now. If your coke liquid is in a bottle that never pours and is only seen in refractions, I've found it useful to use a standard material that is slightly transparent. Use a falloff of your choice in the self illumation slot that goes from an almost black brown to a reddish brown (i used a light/shadow to simulate a bit of SSS). Let the glass bottle handle the refractions and that should get you close.
However, if you are seeing coke pour or you are seeing it outside of the bottle, you'd want to create a AD shader similar to what the post above describes.
jharford
01-22-2009, 04:45 AM
http://features.cgsociety.org/newgallerycrits/g26/26426/26426_1231547958_large.jpg
I worked on a coke bottle and liquid shot. ^ see link above. It's important to make the liquid transparent with the tinting wired to be strongest on the side of the light. Unless you want to simulate more with caustics. I'll post my render tree tonight and perhaps it can be of use.
Astrit
01-23-2009, 02:15 PM
man its awesom,.. i just love it... especialy the second one
...
With Arch&Design or ProMat ..??? :)...any tip
stuv153
01-24-2009, 05:56 AM
[size=2]TPL is the best! Keep up the great work!
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