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Jeff Patton
JeffPatton


Location:
Lexington, USA

Language(s):
English

Member Since:
August 2002

Last Updated:
14 November 2009

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460 Comments 46 Pages < 17 16 15 14 13 >
December 05, 2007. 15:29PM
name:
daveb867
entry: jeff

really appreciate all the assistance you give

but i have a small request that will help me greatly

the brick material that is shown your last blog post about the MR Lab scene.

I don't suppose you could share it by any chance could you? Maybe upload an updated version of you A&D Shader collection (with that amazing brick one in it of course)

regards and thanks in advance
December 05, 2007. 18:32PM
name:
JeffPatton
entry: Hey Dave, The brick texture is an ambientLight texture and can be purchased here:
http://ambientlight.co.uk/ or here http://www.turbosquid.com/FullPrevi...x.cfm/ID/217990
December 05, 2007. 18:42PM
name:
floze
entry: Thank you Jeff, I'm really glad you like it! It was your work that inspired me to do lots of the stuff.
I love the idea of creating a material exchange site, like you mention in your blog. And I'd love to collaborate on that in any way!
Although I'm into Maya, I used 3dsmax for quite some time too, so I wouldnt worry about that. Let me know if you still pursue this idea, and I'll come back to you!

Cheers,

floze
December 06, 2007. 14:44PM
name:
jdmulti
entry: I'm a student and just getting into 3d graphics using Maya and Mental ray afther playing around with Blender. I really like your work and enjoy the eyecandy. I'm only strugling to make nice renders with mental ray, especially the lightning it quite hard to get good looking. Anyways the info you post here is really usefull to me and hopefully more tips, tricks or tutorials are comming in the future. Btw some materials are just crazy XD.

Greets JD
December 07, 2007. 09:10AM
name:
daveb867
entry: sorry jeff, i meant brick material rather than texture, i mean it looks so real, and you won't get that just by applying one of those ambient light textures in the diffuse slot.

how have you got the bricks to look slightly wet etc?

did you just start with Max's A&D Masonry shader and work your way from there???

e.g. changing the diffuse map in the Masonry A&D to display your ambient light bricks? and then altering the settings
December 07, 2007. 10:44AM
name:
daveb867
entry: one more thing jeff

the material lab scene that you've kindly shared, is there a way of incorporating the use of hdri into that, without changing the light setup??? usually i would just use a skylight, but i like the way you have used the area light and the light cards and so was wondering if i can use hdri with that light setup???
December 09, 2007. 16:05PM
name:
siliconbauhaus
entry: Hey Jeff,

Nice update and samples. Your renders with the test object are using arroway textures not ambient light (at least that's what your file names say)
December 09, 2007. 17:03PM
name:
JeffPatton
entry: Thx, I ALWAYS get those two mixed up in the names.
December 10, 2007. 01:53AM
name:
scott-greskovic
entry: Hey Jeff thanks for posting the .obj. One of my main concerns relates to how those types of scenes are lit. If you could give me a bit more insight as to how to create the full scene and not only the geo that would be great. Ps. I think the icing looks great.
December 10, 2007. 02:40AM
name:
JeffPatton
entry: Well, you'll want to light the scene so that the "6inch_grid.tif" image when rendered closely matches the look of the actual bitmap. Meaning, the grid pattern is primarily 25% black or R191,G191,B19. So, when you render the scene you'll want that grid bitmap to be close to 25% black (191,191,191) in the rendered output. At this point you're probably saying...ok, so how bright do I need to make the my source? I don't know...it depends on your tone-mapping/gamma/exposure settings and light settings in whatever application you're using. I think you'll just have to run some test renders to find the right balance.
460 Comments 46 Pages < 17 16 15 14 13 >

 
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