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    Model AND Render this: Lavalamp

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    • D Offline
      d12dozr
      last edited by

      Your water was smoothed too much...see the top and bottom edges on the attached pic:Capture.JPG

      This is a small test I ran after fixing the water smoothness and scaling the water and lava down by 5%. The issue appears to be fixed 😉 ...now on to fixing the lava material, but that's up to you 😛


      Rich Lava Lamp.jpg

      3D Printing with SketchUp Book
      http://goo.gl/f7ooYh

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      • K Offline
        KarinaGM
        last edited by

        that's what I call a clean mesh dale! 0_0

        rclub. Maybe it looks more like a frost lamp more than a lava one, but I love it, lol. How did you do that?

        I made a quickie model, but I've been struggling with the render settings and haven't acomplished nothing nice...
        I always have a lot of troubles when trying to create transluscent materials in Kerkythea.

        Anyway, here's my lamp after aprox. 2 or 3 hours 😳

        02.jpg
        lava02.jpg

        **"Aquel que sacrifica un poco de libertad por seguridad, no se merece ninguna y terminará perdiendo ambas"

        -Benjamín Franklin.**

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        • N Offline
          notareal
          last edited by

          @unknownuser said:

          Ok here's failed attempt #2

          It not just smoothing, but there quite a lot issues how interfacing from material to material should be done. You should avoid intersecting meshes and airgaps. I believe there are examples of Kerkythea/Twilight water liquid interfacing, if my earlier link to basic principle did not help. This is same, only far more complex.

          Thea has a slightly different way to do material interfacing... Just drop by in Thea forum and we continue there in details, if you have issues.

          Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

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          • P Offline
            puck
            last edited by

            Hi Guys,

            Had a free night tonight so thought I'd have a little crack at this one. I'm on my laptop and have no rendering software (or power to run it!) so I'm just posting the sketchup model for now. Twilight render will follow in a few days when I'm home.

            Puck


            TEST.jpg

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            • honoluludesktopH Offline
              honoluludesktop
              last edited by

              Fletch, Thanks for the tutorial.

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              • D Offline
                d12dozr
                last edited by

                Very nice detailed explanation, Fletch...thank you!

                3D Printing with SketchUp Book
                http://goo.gl/f7ooYh

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                • K Offline
                  KarinaGM
                  last edited by

                  Thanks Fletch. I liked the resultant render.
                  I'll try with spots and biased in Kerky.

                  **"Aquel que sacrifica un poco de libertad por seguridad, no se merece ninguna y terminará perdiendo ambas"

                  -Benjamín Franklin.**

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                  • F Offline
                    Fletch
                    last edited by

                    I responded to Rich on Twilight's forum, but thought I might share some insights here in case they may help others.

                    Indeed, the model is more complicated than necessary... here's a render in under 2mins 😄

                    Here's the model/scene ready for Twilight!

                    1. deleted the water model completely. 😉
                    2. Then painted the front faces of the "inside of the glass" as "water"
                    3. grouped them.
                    4. opened the group and got them all oriented to point "out" (away from the centerline /centroid of the lamp)
                    5. deleted some of the geometry in the upper base group to get out of the way of the light... deleted odd-shaped emitting light plane which was equal to about 50 lights. ❗
                      (Each face is triangulated, so an odd-shaped face with many faceted sides = many triangles, each triangle = 1 light emitting plane)
                    6. set a spot light in the bottom of the lamp (renders much more quickly than emitters and about 100x faster than the odd-shaped emitter plane.)
                    7. used White as the color of the glass and Flint template 1% opacity
                    8. used White as the color of the water and 0% opacity
                    9. used the SSS>Wax template at default settings for the Lava.
                    10. used Brushed Metal template no bump. 600 shininess.
                    11. scaled the scene accurately ❗ (14" high... approx 35cm)
                    12. scaled the lava by 1.08 to fill the lamp more and hide top and bottom of the lava model
                    13. changed color of base to just be flat grey at 75% grey
                    14. inserted the Bauhaus lamp scene and deleted the lamp and purged the file.
                    15. used the studio for the lamp to light the scene
                    16. created a camera view I liked.
                    17. applied a fake emitter material to the reflection screens in the background to get something interesting in the metal reflections. I hid a fake-emit screen or two.
                    18. adjusted the power of my spot light and hot spot and falloff until I was happy (about 2mins of work)
                    19. rendered prelim at 300x600 on low.
                    20. rendered final at 300x600 on Medium+.

                    1m47s-Med+.jpg

                    Fletch
                    Twilight Render Cross-platform Plugin for SketchUp on PC or Mac

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                    • P Offline
                      pixelmonkey380
                      last edited by

                      i am going to have to download and start playing with render plugins.

                      so you want a lava lamp from the 70's eh? well, lets make it realistic! color and current state.
                      sitting somewhere in a closet, unplugged for years and color correct!

                      chris<pixelmonkey>:D


                      lava_lamp_1.jpg


                      lava_lamp_3.jpg

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                      • K Offline
                        Kman
                        last edited by

                        Hey, I'm starting on a lavalamp. Modeling's going smooth, but idk about rendering. Gonna be difficult with demos...

                        Turns out that Subdivide and Smooth ($22 from Smustard.com) is almost ESSENTIAL to modeling this.

                        Edit: This is what I have done so far:


                        Not very far...

                        When life gives you lemons, take them. Because hey... free lemons.

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