This is my shader ball for my petal texture. As of right now, I am pretty happy with how it is turning out. My next step would be to layout the texture map I have for the petal according to the UV's of the petals. I have a texture map and a bump map on this shader. I'm also using subsurface and coat.
This is my shader ball for my stem texture. I followed the same steps as when I made my petal shader. My next step would be to layout the texture map I have for the stem according to the UV's of the stem just as I will do for the petals. I also have a texture map and a bump map on this shader. I'm also using subsurface and coat.
Here is the HDR that I used in my most recent look dev rig. I took this HDR with a 360 camera a few months ago and I thought that this would provide a good setting for my Snowdrop plant.
Day 7
January 30, 2019
Here is a render sequence test of my mix shader. I am transitioning between my petal shader and glass shader. In the blend mode of the mix shader, I plugged in a 2D noise to create some variation as the shader changes. Below are the parameters of the noise that I keyframed across the animation.
All Petal at the beginning of the shot.
Mix between the two at the middle of the shot.
All glass at the end of the shot.
Day 8
January 31, 2019
Here is my most recent test render. This will be the final shot in my sequence. I added in background trees (image below) and a sky to fill up the rest of my scene. What I have left to do is apply my mix shader to the petals, apply my stem shader to the stem and leaves of the plant. I will also use depth of field in which the background will be blurred. I also need to adjust render settings for noise.
I did not model this tree I downloaded it from this link:
Here is the new playblast of my camera move after critique. The background trees can also bee seen in this playblast. This new camera move provides a better reveal of the fantastical plant as its petals will change from petal to glass to reveal the filament inside.
Day 9
February 1, 2019
Here are some of my first final composites of my fantastical plant after it has changed into a light bulb. So far I the major changes I need to make are adjusting the render settings for noise. I really like the bokeh effect I am getting from the specular from the glass and filaments from the plants in the background. I still want to tweak my glass shader for the petals. I feel like the sort of look like plastic spoons so I'm thinking about either doing frosted glass or adding a bump map to give them some variation.
Day 10
February 1, 2019
Here is the final rendered animation of my fantastical plant. I'm really happy with how it came out. I want to come back to this and improve the stem textures, get rid of noise in the glass petals. I also want to animate the filaments flickering on and possibly have the petals open up. I also want to figure out how I can blur the edge of my main flower so when I used the depth of field there isn't as prominent of an outline as there currently is.
Here is a breakdown of all the various AOV's used to achieve my final result.
Look Dev Rigs:
Final texture maps: