Model and render this: Glass brick/block
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The other week I tried a 6000px by 3000px TR1 (high supersampling) render for a 360x180 panorama test. I gave up after 12 hours and realised that I needed to get my head around biased render settings.
Luckily your interior with thick glass preset worked really well Solo. And back on topic - really nice scene. Would be perfect if you randomly rotated and reversed some of the blocks for variation.
I can't wait to get back on track with my scene, but this week has been hell .
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@solo said:
@unknownuser said:
I'm rendering this interior with TR1 as we speak. At 6000 pixels wide and supersampling set at 'High'.
Yikes dude! That's an overkill, I'd suggest rendering at size needed and at normal super sampling, that will give a great result, or even high super sampling if you want perfection, but 6000 is crazy.
Unbiased is fast, if you have enough cores or a render farm.
Supersamling high is good if you are going to render something to HD sizes or smaller. Not much use with high resolution renders used in posters or if you going to down scale them later. Perhaps some high precession printing can benefit from it.
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I still haven't had chance to do much work on this, but here's a quick teaser of one of the elements I want to use in conjunction with the glass blocks.
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Very nice feel to the render...but what happened to caustics? Shouldn't be some on the floor, right?
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I'm not sure what happened - I was expecting something like this. It'll be an issue with the lighting or the ground material (which has very little reflectivity). Hopefully I can sort it out for my final scene.
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I had a bit of time this afternoon to do some work on this. I started out modelling a basic glass block, but sort of overdid the modelling. I could have just kept things simple (push/pull, follow me and some rounded edges), but working from a 2D CAD drawing I was determined to be as accurate as possible and basic modelling was proving a pain when it came to the concave centre profile.
In the end I decided that Artisan was the best tool for the job:
And here's a test render - checking the caustics and deformation:
I then set up a rough room/scene to test some lighting ideas:
So with all the above shaping up, I've now got a good idea of what I want to do for my final scene.
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Looking good Heiru, especially the modelling although i suspect it's overkill, how does your machine behave with all those poly's, especially when you have multiple instances ?
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As expected SU grinds and groans under the strain. Even the Thea exporter has trouble when using my preferred settings.
For this exercise I'll stick with the high poly model, but I've already modelled something simpler for real-world situations.
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I'm not quite happy with this, but I think this will be my last attempt at the challenge.
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@hieru said:
I'm not quite happy with this, but I think this will be my last attempt at the challenge.
What render engine did you used? I like the caustics very much!
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The whole idea was based around the caustics, so I'm glad you like the effect.
The scene was rendered using Thea.
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The see through bathtub works well with the candles. Add a little wine and some flamenco playing over hidden speakers.
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@roger said:
The see through bathtub works well with the candles. Add a little wine and some flamenco playing over hidden speakers.
And a chick !! (be sure is not the kind with feathers )
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@hieru said:
I'm not quite happy with this, but I think this will be my last attempt at the challenge.
Excellent model and rendering!
Best,
Jason. -
Thanks Jason
I know it could do with a bit more work (mostly on the design of the room), but it was a fun exercise.
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My try, using Lumion. Glass was warped using good old Sandbox tools. I created two variations, distributed them in a checkerboard pattern and then randomly rotated most blocks.
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Sorry for refloating this topic, but I'm wondering if it could be possible to gather the skp files of each entry in order to download them :-9
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