ho iniziato cazzeggiando perchè ero bloccato a casa per 6 mesi causa quadrupla frattura vertebrale e non potevo lavorare (pratico quello stupido sport che è il bmx freestyle) mi aveva sempre affascinato la grafica 3d e avendo "tempo libero" ho imparatato sketchup anche perchè mi serviva per organizzare dei lavoretti a casa e anche alle rampe per le bici.. poi ho fatto vedere un pò di lavori a un mio amico che fa il renderista e usa tra gli altri anche sketchup + vray, quindi ho iniziato ad appassionarmi di rendering e a collaborare con lui per arrotondare.. non mi dispiacerebbe nel futuro prossimo "mettermi in proprio" e fare sì che diventi il mio impiego principale visto che mi sto veramente appassionando e direi che sto anche migliorando rapidamente, ora uso sketchup da circa un anno e mezzo e vray da 8 mesi credo..
concordo con te la roba buona si trova quasi sempre solo in inglese, io infatti uso sempre software in inglese quando possibile.. tanto poi i tutorial sono in inglese eheh.. una buona occasione per migliorare la lingua va..
Posts
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RE: Italianiiii popolo di disegnatoriiiiiiiiii
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RE: Italianiiii popolo di disegnatoriiiiiiiiii
scopro solo ora che c'è una sezione in italiano.. ma a quanto pare molto poco frequentata purtroppo..

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RE: Render doesnt start
the size of sketcup file itself is not relevant.
first thing to do: open your task manager and observe how much memory it is consuming while "vray is courrently processing your scene please wait"..
always remember sketchup is 32 bit, so you can also run it on a pc with tons of ram, but it doesn't give any benfit at all.
also scaling the model will not reduce the polycount. so it is completely useless. try to layer it properly instead.. -
RE: Can this be done in SU?
ok, if we are talking about create and animate organic characters and so on, i totally agree with you.. blender is blender..
but if we are just talking of a coffee cup i think sketchup is good enough, you are right, maybe you need a couple of plugins of course, but at least you don't need to import/export/convert/learn blender.. -
RE: Need a few tips on modeling this crystal chandelier
i agree.. is quite simple modeling-wise but it can be quite tricky to attempt reproduce it exactly without proper dimensions or at least a better image..

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RE: Need a few tips on modeling this crystal chandelier
not so organic.. it seems you need just to do a sphere component and circle array it as desired..
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RE: Open Subdivs
glad to see you interested in catmull-clark subdivision coding..

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RE: Controlling refraction
also for the color issue i would try to apply the wiskey material on the bakside/inner faces..
and maybe try a ior of 1,33 (it should be similar to water not to glass)
in addiction try to play with the fog color multiplyer..
hope this can be useful.. -
RE: Controlling refraction
@rspierenburg said:
Just as a quick question, is there any physical gap between the glass tumbler and the ground plane? It almost looks like a form of Z-fighting, I would try to raise the glass like 1/128" or so above the ground plane and see if that helps. Likewise, is there any gap between the glass and the liquid? Perhaps scale the liquid by a very small factor to keep it away slightly from the glass.
Rob
+1
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RE: New Vray User
also when you create a material you can save this and reuse it in the next projet. you can also do your variations and save it or you can start from a library material and modify it and save the variation to a new material..
so why not? -
RE: New Vray User
i think there is a lot of treads on this subject. howewer, personally i prefer to create my materials by myself. more funny and more effective..

http://forums.sketchucation.com/viewtopic.php?f=322&t=44365&p=395694&hilit=+mat+vismat+convert#p395694 -
RE: Depth of field with physical camera
ah ok.. never noticed it before..

very intersting.. -
RE: Simple Artisan examples collection
a very quick and basic quad-based teapot proxy.. classic..

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RE: Depth of field with physical camera
i strongly suggest to render the z-depht channel and then put it in the alpha channel spot in photoshop so you can use it as an alpha channel for lens blur.
simple and effective.
moreover it seriously decrease the render time, and most important to me is that this workaround allows you to do a single render and quickly create countless variation in PS without having to render it countless time.
in photoshop also you have a real-time preview of what are you doing in terms of strenght and radius of blurriness. -
RE: Can this be done in SU?
@michaliszissiou said:
Very nice suggestions, leading to terrible topology.
Don't try it if some real displacement gonna happen.
For exactly the same reason don't import it in zbrush or sculptris.There's only one decent way to model such things and it's not supported in SU.
why not?

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RE: Colourizing a material
vray doesn't recognize sketchup-colorized textures. it just renders the base image.
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RE: Mugorots
@nomeradona said:
thank You cadmonkey. After gaining some knowledge and understanding with thea materials. I redid the forgotten room render here it is.

really impressive and realistic rendering the light feels so natural!!
it looks like a real photo, maybe the one and only thing to perfect could be the bike, i think adding more subdivision to the low poly frame (maybe also you rotate it next time instead of scale -1 so the drivetrain is on the right side
)
apart that detail an outstanding job!
