Making of Trappedby Massimo Righi, Italy Web: www.massimorighi.com
For the beak I have modified the value “Reflection blur” in order to soften the glares of the HDRI
For the eye I have used a Pong shader for the textured part and a transparent Blinn for the external part to which I have applied one circular ramp as map of translucence and specular.
Lighting and Rendering
I enabled “depth of field” on the Camera used in the scene. In order to establish the focal distance I always use this method: I create a “Distance tool” and put one locator on the point of focus wished (in this case was the bottom part of the beak), subsequently I put the other locator exactly over the Camera that I have to use for the rendering. I make a "parent" between the locator and the camera therefore every time when I will move the Camera, I will have consequent the exact value to insert in the field 'Focus Distance”.
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