Jean Prouvé - S.A.M. Tropique table - 1950
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Another awesome piece by the French designer. Modeled in SU and rendered in Thea. Just a contrast + saturation correction in post pro. Perhaps I'll try something with a more complex scene.
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Robust!
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grande Massimo!!! you are a genious...
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we know you're well-versed in complex scenes..don't worry.
i'm enjoying these furniture images, personally. great stuff.
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Thanks guys.
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Love your render Massimo, especially those steel legs..they are awesome!
allanx
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Thank you Allan.
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Good work & attention to detail especially the textures. I'd like this model in my library
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@unknownuser said:
I'd like this model in my library
If you mean the real thing you can have it. Not exactly cheap...
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are those fingerprints? Am I looking into another bucket of fish?
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@rich o brien said:
are those fingerprints? Am I looking into another bucket of fish?
Yes. You'd like to fry some fish?
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Virtual sketchup library, i have the original, 7k what a steal !
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Ok Rich now you can do your frying.
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No i don't own the original, i was just messing.
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@massimo said:
Ok Rich now you can do your frying.
Hold on and I contact my egyptian hieroglyphics expert....
The fresnel version is adjusted brightness of original? Why are you using that in the Fresnel slot?
You know you now opened a can of worms again....
Another thing is that both Layer weights are 100%....does that mean they blend?
Man...advanced Thea material creation is hard, I really need to figure this shit out in my head before I go nucking futs
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@unknownuser said:
Hold on and I contact my egyptian hieroglyphics expert....
What I meant was: you have to quit trying to understand everything and start trying something instead of giving up.
But maybe your egyptian hieroglyphics expert has a better understanding.@unknownuser said:
The fresnel version is adjusted brightness of original?
Yes.
@unknownuser said:
Why are you using that in the Fresnel slot?
It was just a try. I wanted to introduce a slight variation on the reflection related to the angle of view. The Fresnel controls the reflectivity from 0 degree viewing angle to 90 degree viewing angle depending on the IOR value.
@unknownuser said:
Another thing is that both Layer weights are 100%....does that mean they blend?
In Thea you can use both blended and stacked layers. If the values of the weights are 100% then Thea will assign automatically 50% each. Otherwise you can put different %. In this particular case I've mixed a glossy mat (the metal) with a basic mat (just the diffuse color of the metal). If you increase the basic % and decrease the % of the glossy mat you'll have a more diffuse look. And vice versa. So simple.
@unknownuser said:
Man...advanced Thea material creation is hard,
Not hard at all, just a matter of trials & errors.
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Where I got lost here was in the fresnel. I couldn't grasp why you would use a fresnel on metal.
Obviously it worked but when using the material ball to test materials it doesn't suit this trial and error approach, does it?
The result is perfect but my understanding of fresnel was for fabrics. This is where my confusion begins.
The layer stack system I grasp but is was always going 50/50 when the textures occupied the same layer.
I don't mean to say Thea is hard to use but its depth of options make advanced materials a science. I really want to get a firm grip on the deeper element to it.
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@unknownuser said:
Where I got lost here was in the fresnel. I couldn't grasp why you would use a fresnel on metal.
The result is perfect but my understanding of fresnel was for fabrics. This is where my confusion begins.A typical illustration of the fresnel effect (you can use this example for the fresnel reflection too) is when you look at a pool: if you look straight down from above at a pool of water, you will not see very much reflected light on the surface of the pool, and can see down through the surface to the bottom of the pool. At a glancing angle (looking with your eye level with the water, from the edge of the water surface), you will see much more specularity and reflections on the water surface, and might not be able to see what's under the water.
Maybe just very reflective metals don't show this in reflection. Anyway I don't know how much that effect added to the mat. I'll try to delete it and see the result.@unknownuser said:
Obviously it worked but when using the material ball to test materials it doesn't suit this trial and error approach, does it?
A material is not good in itself. It depends a lot on lighting, models, environment etc of the scene. Of course a material can have a good "structure". Lets say that Thea's ball is a good "average" tool. I make the mats on Thea's ball (or another simulation scene) and then adjust them once applied in the "real" scene.
@unknownuser said:
The layer stack system I grasp but is was always going 50/50 when the textures occupied the same layer.
You don't have to worry about multiple texture on the same layer. That is automatically managed by Thea accordingly to the energy conservation law. In Kerkythea, for example, you have to assign different layers even for a simple specular map. That's a bit harder.
@unknownuser said:
I don't mean to say Thea is hard to use but its depth of options make advanced materials a science.
Well the possibilities are almost infinite. So if you think is hard having infinite possibilities then...yes, is hard. If you have clear from the beginning what you want to achieve then you'll learn by trying and especially by looking at how good mats are made.
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Thea allows that you can give this material to Rich or he must rebuild it? (Copyright licence ? )
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