I will be developing a procedural shader for the shatter effect until Week 7. Here are the ideas I've brainstormed: ruby, ice, glowskin, cement, parchment, brick, tribal tattoo, volcanic... To give you an idea of the aesthetic of the film, here is a screenshot:
I created three tests so far. Tomorrow I present them to Kirk and the group. If they don't like them, I will try more of my ideas. The tricky thing is that I was originally imagining glass or something with a lot of caustics, but the way that the short is lit doesn't really provide an environment for good reflections. Here's an example of the predicament:
The ice shader that I created has this problem of fading into the background due to dark reflections. One solution is to give it an ambient, glowing quality. I'm afraid that that may look really cheesy and unrealistic. Another solution may be to rough up the ice, like frosted glass.
Next is volcanic. I like this one! It borders on the edge of totally cheeseball, but I think it fits the martial arts/nature/silent rage thing and the red contrasts nicely against the blue tones.
Lastly, I'm calling this one tribal tattoo. Before anyone accuses me of reusing the spirally thing! - yes, I did. I think a spirally, organic shape ties in to the theme really well. I plan on developing it more (you can still sort of see that it's a marble shader...), but I like the idea. For this one, i would LOVE to go crazy and make the tattoo an animated snake or dragon or something, but I don't think it's possible with the way the UVs will be. Check out the animated test to see what I have in mind for the transition:
It's also my job to figure out how these textures would transition from normal skin in a natural, interesting way. I thought I had it down pat with an ambient occlusion node that would creep the texture over the edges, but it wasn't working as well as I'd hoped. If that's the style we want, I'll have to find another way, but the direction I am going in now is more like the test above.
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