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Creating
such an effect isnt all that difficult;
the material setup is pretty much straight
forward, but a few additional elements
can be introduced to give your scene
a little edge in the realism stakes.
As always, when trying to emulate something
in real life, albeit something viewed
using a piece of equipment, is to obtain
as much source imagery as possible.
Troll the net to find as many electron
microscope images as you can; there
are lots out there, and some damn fine
examples of CG re-touching and / or
emulation, which is what we are going
to attempt.
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| Multi-Pass
depth of field effects can add extra
realism to the effect, especially
if coupled with scene motion blur
to create a feathered effect. |
By
analysing these images, we can determine
how we are going to attempt to design
the base material and camera setup.
Electron microscope images normally
take the form of either a black and
white (or green) image, or faux-coloured
image, which is easy to do in post (simple
colour blending layer in Photoshop for
example), and relatively easy to produce
in the Material Editor. We can also
determine that slight shadows are also
cast onto other objects as electron
light behaves similarly
to normal light.
The
material should typically be an Oren-Nayar
Blinn standard material with diffuse
and ambient set to black. Also, to avoid
any additional lighting, the environment
ambient light to be set to 0. Create
a Falloff map in the self-illumination
slot and set it to Perpendicular/Parallel;
you can amend the falloffs Mix
Curve if so required to add more intensity
to the self illumination. To fade the
self-illumination down slightly when
a shadow is cast on the object, add
an additional Falloff map in the white
slot of the first Falloff map. Change
the falloff type to shadow/light and
amend the Mix Curve if so required.
Open the black colour swatch and change
it to a mid-grey; just to bring down
the side self illumination a touch when
receiving shadows as self-illuminated
materials do not show shadows! A copy
of this map tree could also be copied
into the diffuse slot to add extra illumination
and to create additional effects.
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| By
simply amending the diffuse and
self-illumination maps, the same
scene can be coloured to simulate
faux colouring by the electron
microscope. |
Next,
we should add a slight texture to the
material; a slight bump (or displacement)
map should be added to add some irregularity
to the material. A simple noise map
will suffice, but a smoke procedural
map would be better. Both of these should
have a relatively small size and high
iterations (for the smoke) to add fine
detail.
Several
combinations of this type of material
should be created to assign to various
elements in the scene; simply assigning
one global material will not suffice
to create a decent effect. Try amending
the self-illumination of the material
to give a slight translucent effect
to the material. Dont add things
like raytracing or refraction; by viewing
the source images you will see that
reflections (etc) do not occur, so would
affect the overall effect of your image.
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| The
material setup is straight forward,
yet can be tweaked, refined and
added upon to add extra detail such
as displacement and diffuse maps. |
Dont
be afraid to add copious amounts of
Depth of Field! This effect can make
or break your image and can breathe
life into a scene where the was previously
none. Granted, multi-pass renders can
take forever to render as each pass
has to be individually rendered then
composited together, but the end effect
is much more worthwhile. Dont
consider using a post effect as although
Maxs Depth of Field effect is
easy to set up and use, the end result
is quite poor and leaves artefacts in
the image. Use the multi-pass render
technique; set-up settings can be found
in a cameras rollout. Use a low
radius of about 10 and high amount of
passes; something around 20-50 should
give a decent result. The higher the
passes, the better the effect, especially
if the dither strength is upped slightly
to break up any harsh lines that may
occur when the images are composited
together.
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