SAND EXPERIMENT

After I had read the nice article about Pixars approach to creating sand for the shortfilm Piper.
HereĀ“s the link to the FX-Guide article

I tried to create the same exact thing using OctaneC4D and Octane Scatter. In the Renders you see up to 5.000.000 individual sand grains.
I created 5 different sand grains. 3 Different materials: Glass / Rough glass, Subsurface-Scattering and Glossy (diffuse + reflection).
In each of the materials I controlled color (that I sampled from the Pixar albedo photograph) with a random color shader in a gradient.

I also controlled the roughness of the materials with a random color so I got some variation there.


Pixars results look a bit nicer. But I believe they had more then one day to find tune their result.

The model of the shell can be found HERE


Tech Specs:
Generated in C4D mostly with Octane Scatter
Textured shaded lit and rendered in Octane C4D.
Rendered in 4K 4096 X 2160 px.
Rendered on 3 GTX 980ti
, GTX 980, GTX Titan
Rendertimes were around 4h / Frame, Raydepth of 16, Octane Sun & Sky, 6144 Samples.
The massive rendertimes mostly come from the light transport inside the sand grains. About half of them are either transparent or exhibit properties of SSS.


RENDER 01

RENDER 02
RENDER 03
RENDER 04
RENDER 05
"WIREFRAME"
SAND GRAINS USED
For more work visit SILVERWING-VFX

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