Render this: Stained glass
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Off to a great start Mr Wip.
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Thanks you all for all your positive comments, It's really good to share with a community!
So, about the render, here is the trick:
-The glass is made of one high resol pict of a Stained glass.
-The structure have been redraw over it to have a solid element casting shadows.
-Vray does not cast automatically good caustics, or colored shadows linked to the color of the texture...
-On the other hand Artlantis does, so I've switch to it, and after a bit of photoshop adjustment it gives this. (actually Artlantis 2 present some graphic bugs with complexe interactions, like a smooth "caustic" shadows on a reflective surface with bump for instance... so photoshop is necessary in that case)And, Oli, yes, it's really easy to get a grip on it. If you want to take a look, I've made a first tutorial of the basis here : http://forums.sketchucation.com/viewtopic.php?f=18&t=19361
My technic does not work for unbiased renderer (at least not with indigo ) and I will have to separate and texturize each peace of glass if I want to get something out of it...
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Quick first try, need to tweak a few settings still.
SU and Vue (no post editing)
Used a volumetric quadratic spot with dust enabled, low radiosity atmosphere.
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MrWip -
I wonder if there is a way to combine the two. The walls and floor are beautiful in the V-Ray version but the light on the walls and the window sill is more convincing in the Artlantis version.
Whatever, you've sure set the bar pretty high! Beautiful work. -
Mr Wip, apart from great looking stained glass, the roof and wall textures are fantastic!
Where are they from?
Being a rendering noob, tell me, is this texture added in SU then rendered in your software? -
WIP: nice tutorial, thanks a lot . think ill have a go with artlantis first then vray.
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Ok, now let's try to improve the effect...
I modified the glass panel, applying a single texture to each element, making it able to be taken into consideration by other render engine.
I'done two test in Indigo, and here are the raw images, whithout any post process. I took about 20 minutes on an octocore to get that result (resol 1822x1031 originally).
First : same configuration of element than before...the caustics look a bit the same than in Artlantis.
Second : I've increase radically the thickness of the glass (around 10cm on this one). The resulting lighting is interesting to observe...The caustics are far more effective, and some glass element are no longer transparent due to the too important thickness.
Now I've to figure out why indigo just show the color and not the texture of my glass panels...
-- Dylan, the ceiling and wall are simple CGtextures images, apply has a texture, with a bump. Here is the pure skp image, so you can see how it looks without effects
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Damn these displacement activities!
Attempt using LightUp. (Lighting time: 11 seconds)
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whats the difference between artlantis studio and artlantis render?
also do you have to have sketchup pro or will free version work (mac)
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@mrwip said:
Dylan, the ceiling and wall are simple CGtextures images, apply has a texture, with a bump.
Thanks
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Oli, The Studio edition include animation tools that the render does not have, that's the only difference... so if you just want to make pictures you don't need the studio.
Adam, here is a try for you (the other one can also enjoy, of course!). It took about 1 minute with a 10x resolution, and the result is a simple screen grab without postprocess (appart from the watermark...) so, it's fully real time, as you like to precise (and you're right to do so!)... You can check the raw sketchup on the post above to see the lightup efficiency on that scene (the 'caustics' are a bit weak, but the overall sensation is really close to a real render)
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Whoa. Nice result!
And such an elegant model too.BTW The next version of LU has a slightly different sunlight model which results in much bolder caustics.
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solo, that's beautiful!! how did you get the shafts of colored light? have you tried to do this in Podium also
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MrWip,
i really like your new group of renders! especially the one where you increased the thickness of the glass! how can glass thickness be done in artlantis? or did you do that in SU? thanks! -
Trillium, if you take a closer look to the post, it was not done with Atl, but with indigo, an unbiased render.
Artlantis does not take the glass thickness in consideration, but you can play with the index of refraction of the shader itself, and change is nature (airs, glass, plastic...). That should affect the resulting shadows... -
Here is my half-ass attempt. I could've continued to get better results but I got lazy and quit trying. It was done in Kerky...
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Rendered in Kerkythea
Preset 20 - MLT (BPT), 30 passes.
Noise removed with NeatImage
Lit by the sun and an HDR global.
Just added some procedural Perlin noise as bump map, on an image grabbed on the net. The glass has 5mm thickness, IoR 1.52
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Well done Eulgrand, the scene is missing some materials to me, but the glass is just what it should be. The bump effect create a perfect bad quality glass effect, and the caustics works well.
I've also give it a try on my scene with Kerky, but with a biased solution and the result was not convincing, so good that you gave your settings, It helps ! -
MrWip, (I like that) Any chance of posting your skp so that we can play with it? The design reminds me of a deconstructed(?) FLW design:-)
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Guys, good idea to share it, I will post it... but I just realize that I forgot the file on my office computer so we have to wait till monday ....
I will prepare it with different layers, presenting different variation (thickness, type of image, etc...), so we can all refer to the related scenes when we post a render and explain a technic.
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