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    Barcelona Pavilion (Animation Added)

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    • K Offline
      kwistenbiebel
      last edited by

      Nice job Prince.
      The wood comes out nicely and indeed the light is fine.
      I wonder: is this the same model you propose AdamB to try out using LightUp?
      That would make a great comparison in terms of the speed/quality ratio.
      Interesting!

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      • P Offline
        princedragoncok
        last edited by

        @kwistenbiebel said:

        Nice job Prince.
        The wood comes out nicely and indeed the light is fine.
        I wonder: is this the same model you propose AdamB to try out using LightUp?
        That would make a great comparison in terms of the speed/quality ratio.
        Interesting!

        Thanks kwist, and yes this is the same model I propose Adam try out using LightUp. I know it will be fast, but i'm more interested in the quality LightUp will produce..

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        • T Offline
          tomislavm
          last edited by

          It is something beautiful!

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          • AdamBA Offline
            AdamB
            last edited by

            @princedragoncok said:

            Here ya go: http://www.cgtextures.com/texview.php?id=4715&PHPSESSID=ed155963660e9c84e42204b0199a8376
            What do you reckon would make the cigarette and mug better? I see there is slight discoloration at the bottom of the mug - dunno why that is though

            The discoloration is caused by 2 things.

            1. The handle goes through the body of the cup and is causing some bad normals on the inner surface - you'll see SU shading anomolies. Just delete the part of the handle inside the cup body.

            2. More importantly, the smoothing groups seem wrong. You want your surface normals on the outer side of the mug to be varying around the circumference of the mug but not vertically. This false color render of interpolated surface normal screenshot from LightUp shows the normals are being smooth around the bottom of the mug causing your odd shading. If the normals were 'right', the bottom of the mug would have a near constant normal facing down (as it does right in the center).
              mugnormals2_lightup.jpg

            Developer of LightUp Click for website

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            • P Offline
              princedragoncok
              last edited by

              @adamb said:

              The discoloration is caused by 2 things.

              1. The handle goes through the body of the cup and is causing some bad normals on the inner surface - you'll see SU shading anomolies. Just delete the part of the handle inside the cup body.

              2. More importantly, the smoothing groups seem wrong. You want your surface normals on the outer side of the mug to be varying around the circumference of the mug but not vertically. This false color render of interpolated surface normal screenshot from LightUp shows the normals are being smooth around the bottom of the mug causing your odd shading. If the normals were 'right', the bottom of the mug would have a near constant normal facing down (as it does right in the center).

              Hmm this is interesting, but somewhat out of my realm of understanding. I should also say that I got the cup from the warehouse, so what you're saying might make more sense if i was the creator. But I do understand that you want a horizontal band, rather than vertical band of colour around the cup. So how badly is the render effected in Lightup in the end? Vray has discoloured it slightly but it's not detrimental to the final rendering. Is this the case in LightUp? Can LightUp adapt to cope with such 'bad normals' rather than the user having to make sure every component is composed of good normals?

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              • M Offline
                mirjman
                last edited by

                prince-

                great realistic feel to the atmosphere in that room! are you saying this is lightup?

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                • AdamBA Offline
                  AdamB
                  last edited by

                  @princedragoncok said:

                  @adamb said:

                  The discoloration is caused by 2 things.

                  1. The handle goes through the body of the cup and is causing some bad normals on the inner surface - you'll see SU shading anomolies. Just delete the part of the handle inside the cup body.

                  2. More importantly, the smoothing groups seem wrong. You want your surface normals on the outer side of the mug to be varying around the circumference of the mug but not vertically. This false color render of interpolated surface normal screenshot from LightUp shows the normals are being smooth around the bottom of the mug causing your odd shading. If the normals were 'right', the bottom of the mug would have a near constant normal facing down (as it does right in the center).

                  Hmm this is interesting, but somewhat out of my realm of understanding. I should also say that I got the cup from the warehouse, so what you're saying might make more sense if i was the creator. But I do understand that you want a horizontal band, rather than vertical band of colour around the cup. So how badly is the render effected in Lightup in the end? Vray has discoloured it slightly but it's not detrimental to the final rendering. Is this the case in LightUp? Can LightUp adapt to cope with such 'bad normals' rather than the user having to make sure every component is composed of good normals?

                  Hey its all just ones and zeros. Be that in LightUp, vray or anything else, the same applies - ie the renderer is going to take the input you give it and do its lighting thing. If that input is bad, you'll get a bad result. "Garbage in, garbage out" is the old adage with computers.

                  Over many years of writing software I've come to conclusion that rather than try and second guess the user - by for example, ignoring the normals that are given and recalculating new ones that the software thinks are 'better' - its better to simply reflect what you're given.

                  So, I would Explode the mug, and use the Smooth normals tool to reset the crease angle (say, 30 degrees), then regroup it and you should be good to go.

                  Adam

                  Developer of LightUp Click for website

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                  • J Offline
                    juanjo06
                    last edited by

                    beautiful... how did you render the animation, better said, what is the other software u used to join the vray image rendered. i just know how to render the each frame but i don´t know how to make the video. 👊

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                    • J Offline
                      juanjo06
                      last edited by

                      beautiful... how did you render the animation, better said, what is the other software u used to join the vray image rendered. i just know how to render the each frame but i don´t know how to make the video 👊

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                      • P Offline
                        princedragoncok
                        last edited by

                        @mirjman said:

                        prince-

                        great realistic feel to the atmosphere in that room! are you saying this is lightup?

                        No this is v-ray for sketchup.

                        @juanjo06 said:

                        beautiful... how did you render the animation, better said, what is the other software u used to join the vray image rendered. i just know how to render the each frame but i don´t know how to make the video. 👊

                        Thanks, I used windows movie maker which comes with all vista machines

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