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    • majidM Offline
      majid
      last edited by

      just prepared a simple scene to try displacement and DOF of Thea. it is a WIP ,soon post more renders.


      1.jpg

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      • Rich O BrienR Offline
        Rich O Brien Moderator
        last edited by

        Hi Majid,

        Lovely as always. Could you show the SU wall geometry? I'm struggling to understand how best to create Walls that have displacement.

        Rich

        Download the free D'oh Book for SketchUp 📖

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        • majidM Offline
          majid
          last edited by

          Dear Rich, thanx for kind words. here is the wall and also details of model. I modeled the glass using wings3d and used instansing brush tool inside Thea to multiple it


          w1.jpg


          w2.jpg

          My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

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          • majidM Offline
            majid
            last edited by

            more details and relight.noise redused.


            2.jpg


            3.jpg


            70 passes pure render

            My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

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            • srxS Offline
              srx
              last edited by

              Beauty as always.

              www.saurus.rs

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              • olisheaO Offline
                olishea
                last edited by

                majid, for DOF....which f number do you change? there are 2 f-numbers!! is it in the camera properties? or in the darkroom? nice work, thea is great isn't it.

                oli

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                • daleD Offline
                  dale
                  last edited by

                  @unknownuser said:

                  Hi Majid,

                  Lovely as always. Could you show the SU wall geometry? I'm struggling to understand how best to create Walls that have displacement.

                  Rich

                  Yes majid, I'm also interested in your process. Is this an actual displacement map for the wall or just a bitmap? If a displacement map what have you used as your height, subdivision and centre settings?

                  Just monkeying around....like Monsanto

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                  • N Offline
                    notareal
                    last edited by

                    @oli For DoF, change f-number in camera properties. The one in dark room only affects on render time exposure (generally leave it like it is). In Darkroom, fine-tune exposure with ISO.

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

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                    • olisheaO Offline
                      olishea
                      last edited by

                      cheers, I get it now.

                      oli

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                      • srxS Offline
                        srx
                        last edited by

                        Why don't you remove f-number from Darkroom?

                        www.saurus.rs

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                        • majidM Offline
                          majid
                          last edited by

                          sorry mates for late answer (it is a question of time zone).I changed DOF on camera peroperties and about the displacement I used 6 subd. and 2 for microbump + 2 for disp map. I also added crf and light balance for best result.
                          @ notareal: just wondering if it is needed to reload the seen or just Thea image is enough for resume rendering?


                          6web.jpg


                          7web.jpg

                          My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

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                          • Rich O BrienR Offline
                            Rich O Brien Moderator
                            last edited by

                            Hi Majid,

                            Thanks for the info.

                            For the divided wall, what dictates the means of subdivision? For example, why did you choose to have it 20x20 rectangles? Then why was the value 6?

                            This is where is struggle to understand displacement.

                            Download the free D'oh Book for SketchUp 📖

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                            • michaliszissiouM Offline
                              michaliszissiou
                              last edited by

                              Very nice Majid, impressive scene.
                              Square subdivisions work better. Here we have a wall and its easy. Now try a arc opening in the middle or even a rectangular opening without the use of guides - lines. Test disp on a cylinder, you have to subdivide it first like the wall, loops so to have as square as possible faces. See what will happen with subdivisions then. Just curious. This is the problem with displacements. This is why the industry prefers normal mapping. Not as good but really faster and topologically independent. For this case here, probably the same result. Thea supports it.

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                              • N Offline
                                notareal
                                last edited by

                                If normal maps is created properly, it do give really really conniving results and fast (comparing to displacement). If one cannot see the silhouette of the model, I think then displacement might not give any additional benefit when comparing the cost with render time. Best results I seen are with displacement + normal mapping (no micro bump).

                                If you want to resume rendering, you need both, scene and image file. Load scene first and then *.img.thea and resume from Render>Resume.

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

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                                • michaliszissiouM Offline
                                  michaliszissiou
                                  last edited by

                                  +1 notareal
                                  But how to construct normal maps? Except of using sculpting tools like blender, 3dcoat or zbrush or Mb. A known plug of gimp bakes normals from image but I believe that these work as bumps, haven't seen any difference.
                                  Let me show you what could happen after 3 subs in geometry.
                                  Except if there was a way to use loops in SU modeling, but this is a wish. I know that there are subdivision plugins but this doesn't belong to SU UI exactly.


                                  testSUBS.jpg

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                                  • N Offline
                                    notareal
                                    last edited by

                                    Obvious way is to create normal map from a high poly model with blender or some other suitable tool, but that's not the only way. Other ways are with photography or 3d scanning.
                                    Also there are programs that can calculate 3d space based on few photos and then generate normal map.
                                    http://zarria.net/nrmphoto/nrmphoto.html

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

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                                    • majidM Offline
                                      majid
                                      last edited by

                                      thanks Notareal , verry informative

                                      My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

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                                      • H Offline
                                        harnstein
                                        last edited by

                                        @notareal said:

                                        Obvious way is to create normal map from a high poly model with blender or some other suitable tool, but that's not the only way. Other ways are with photography or 3d scanning.
                                        Also there are programs that can calculate 3d space based on few photos and then generate normal map.
                                        http://zarria.net/nrmphoto/nrmphoto.html

                                        Thanks for that information- i never cared much for normal maps (as far as searching for textures on the web and creating bump maps for them worked quite well)..

                                        OT: now i ran into difficulties wanting to have a stacked stone wall with several stones coming out. So i 'm giving it a try to make displacement maps for that.. :OT

                                        Its possible building up some high-poly model (which would take ages to render eg. rocks) light them from 4 sides and export the result. Add them in PS and generate a normal map. Use diffuse lit rendering of the high-poly model as texture on flat surface and add the generated normal map.

                                        Maybe not the same high quality result but timesaving. Correct?

                                        still sketchin'

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                                        • N Offline
                                          notareal
                                          last edited by

                                          If you have high poly model you simply can bake a normal map from it with blender or some other program and use that normal map for a low poly model. No need for lighting tricks.

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

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                                          • michaliszissiouM Offline
                                            michaliszissiou
                                            last edited by

                                            @unknownuser said:

                                            If you have high poly model you simply can bake a normal map from it with blender or some other program and use that normal map for a low poly model. No need for lighting tricks.

                                            UVs first of course. Try to have less seams-islands as possible though, they tend to be visible on normal maps.
                                            To light and bake textures is a great dirty trick though, useful for less capable rendering engines than Thea. In this case prefer AO lighting only, no other lights.
                                            I posted here some rocks baked this way, sometime ago. http://forums.sketchucation.com/viewtopic.php?f=81&t=31246&start=15
                                            You can download the low poly rock and play with it. I also posted low def versions of bumps and normal maps, try to play with them. A 2048x2048 texture map works much better though.

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