thanks for the thumb HornOxx. Yeah between liking to fly fish and my weird job I know a little too much about fish I think.....
Posts made by tuna1957
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RE: Jack Crevalle
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RE: Modelling a tramway
Fantastic, Amazing, Spectacular I'd give you more thumbs up but I've only got 2. I now bow to a true master . Simply incredible.
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RE: Twilight Render - Challenge
Dave, You are going to get so sick of me ! The last pic I posted I new was pretty dark. It was on purpose. I was hoping you would pick up on how stark the shadows were. Shadows from sun settings are a lot stronger than shadows in most interior spaces. Posted two more quick tests, scene the same as the last.
room test 09 - Fully enclosed room. Light emitter at ceiling, 2' smaller on all sides. Lowered 8" below actual ceiling. RGB of emitter 255/214/170. Rendered on 09 interior progressive. 10 passes, 14:20 minutes . Exposure set to 1200 in post pro before saving.
room test 09 2 - Same room but added 6' sliding door in wall to left of scene. Set a light emitter outside of door. Left RGB at default 255/255/255. Power 200,000 . 4 point lights in room, two spaced out over chairs. Two at other end of room, behind camera view. Lights over chairs radius 4 , strength 0.6 . Lights behind camera radius 3 , strength 0.8 . All point lights RGB 255/214/170 . Rendered 09 interior progressive, 15 passes , 27:46 minutes. Saved at 1400 exposure.
The first render could have run another 10 passes. My experience has been after 25 passes you really don't see improvement when your using low resolution textures.
Second render would definitely benefit from some more passes . Image would sharpen up. Added the the door to pick up natural side light that would highlight stuff on table.
You can have those wood textures ,floor and furniture. They are available as texture packs in the sketchUcation store. The fabric on the chair cushion is another texture pack same place . They are low res. NPR textures , but still look real good for the work I do.
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RE: Twilight Render - Challenge
Dave, Not sure how you set up your room, guess I should have asked. Being as you use a Hemispherical Sky setting I guessed you used some kind of open box for your "room". Posting a pic of a quick shot to try an emulate what you were trying. Doing an interior this way is totally different than what I'm used to. 98% of the renders I'm doing for job are interior shots. The spaces are fully modeled and lit with light emitting panels. Works well for the crazy stuff I'm doing.
That said I through together 2 walls and a floor , slammed chairs , table and booze in the corner. Used Hemispherical Sky setting. What I did do was turn on shadows in SU and adjust the settings until shadows had very little rake. Did test renders on low and played with sun TW sun settings until I got something reasonable.
The posted pic had Brightness - 0.6 , Haze - 30 , Sun Strength - 2.0 . Also gave the sun the RGB value of a tungsten light bulb.
For me I'd rather set up an enclosed room and use point lights , spot lights, emitters or a combo of the same for doing interiors. F.Y.I. setting up and running the test took maybe 15 - 20 minutes tops.
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RE: Twilight Render - Challenge
Dave, What was your light set up ? You can get conflicting, multiple shadow effect if there is multiple light sources. Depends on light placement and power. Curious , what setting did you render at ? chuck.
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RE: Twilight Render - Challenge
, Each one of your shots gets better than the last. Keep it up
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Jack Crevalle
Needed to make a "Jack" model for my work. Couldn't help myself had to make a little school of them and do a quick render.
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RE: KT fast start returns
Thank you thank you thank.... spent a couple of nights trying to come up with a good looking ice cube. Your's are much much better.
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RE: Twilight Render - Challenge
Thanks pbacot , it's kind of fun trying new stuff even if your not getting the result you want. Totally understand your comment about artists painting glass objects. Have an art background. I have to tip my hat to the guys that write the render software. When I think about the way light bounces and bends going through bottles and such. I'm guessing calculating the light paths through curved glass is one of the toughest on the software. Makes my head hurt thinking about it.
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RE: Twilight Render - Challenge
Dave , don't get discouraged. You are making progress. Heck I never need to do this sort of stuff for my job but learning new stuff is a good thing. You never know when it might come in handy. Just keep swinging at the pitches. chuck.
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RE: Twilight Render - Challenge
Dave, Didn't think you were mad. Figure at some point you think " oh good gosh now what" when you see my post .Several of us have hammered at you about the thickness of the glass in your glass. I thought i show you a side by side comparison . Posting at pic of your glass ( left side of pic ) next to one I cleaned up a little. Want you to see just how much a difference the small stuff makes.
I made the following changes to your glass - reduced thickness of glass by 2/3's. Used a 48 segment circle for follow me path. Added a small 3 sided radius to top edge of glass. Added radius to the square corners in the stem. Gave the bottom of of the foot a smoother curve. Probably took about 15 minutes.
Render set up - Put both glasses on a "table" inside a room. The room is a half circle. Already had one set up for some other tests. Used a combination of point lights and one spotlight. Point lights given RGB value of 100 watt light bulb. Spotlight was set to front left of table to aimed to glasses. Gave it RGB of a halogen bulb.
Spent maybe 15 minute doing quick tests to adjust power levels of lights. Rendered on 10 interior plus. Let it run 55 passes. I think the difference is pretty obvious. Check out how distorted the reflections in the thick glass are. Wouldn't matter how long it ran the result wouldn't be so good.
The renders far from perfect even on the thin glass. I do think it shows that time spent on the small details will give good rewards.
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RE: Twilight Render - Challenge
Dave, Don't hate me. Was a little distracted when I posted earlier. Your glass is still way to thick. Went back into model and looked again. The thickness needs to be reduced by easily 2/3 s it's current thickness. The reflections in glass are a result of good models good light set up and good materials. If you provide the "right stuff" Twilight will give you all the reflections you'll ever want. I've got a scene set up now that I've been pulling test shots off of. Have it about ready to let it run overnight. I'll post some images when I get it done. Regards, Chuck.
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RE: Twilight Render - Challenge
Dave, Much better. Downloaded and took a look. There was only a few minor issues. Biggest was glass on the left had the wine and glass in separate groups. If you had tried a render you'd have got weird look to the wine. Exploded both groups and then regrouped and everything was fine. What happens is the inside faces of the glass are in the same physical space as the outside of the wine . It will drive SU & TW crazy as 2 faces can't occupy the same space. Easiest way to recognize it is when you rotate the model you will see weird flashing effects on the faces that are flat against each other. You had a few edges that needed soft/smooth and there were 2 unwanted cylinders inside the stems on the center and right side glass. A left over from the follow me. Sometimes that happens depending on the shape your making.
Scaled the glasses down , checked the TW settings and ran a quick render that I've posted. The big plug in the back is one of the left over pieces of geometry from a glass stem , I didn't scale it down .The only things I changed in your TW settings were as follows.
You had 2 different color set ups for your glass. Deleted on and repainted one glass so they both have matching materials. Changed the channels from " sketchup" to "color" and set the alpha to 3 . Set your red color to channel also and set the alpha to 4.Ran the render on easy-medium, took 17 sec. Not bad. The funky look in the bottom of the center glass is my fault. I soft/smooth'ed the bottom edge inside and out. I was curious what would happen. If those edges were unsoftened the bottom of the glass would probably look better. So much for experiments! Keep it up your making good progress.
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RE: Twilight Render - Challenge
Box, a double DUH! from me as I slam my head on the desk repeatedly !
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RE: Twilight Render - Challenge
pbacot , I think you've hit on something. Should speed up the process. I pretty much stuck with the way massimo illustrated as it's my first tries at this liquid in a glass business. The moving the liquid in and out wasn't a real big deal worked big and used a couple of guides. Will have to try your approach. thanks, chuck.
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RE: Twilight Render - Challenge
pbacot, I get what your driving at. There may be an easier way. I've tried different approaches. One thing I
discovered. If the wine surface and inside of the glass aren't isolated by a group when you create the
meniscus and run follow me you lose one row of geometry on the side of the glass. This is right
below the line where the glass side and meniscus join. Then you have a repair job. At least that's what I
had happen during my experiments.Dave , hvanessen , You guys need to check the rocks glass. Look at the difference in the appearance of the sides
of the glass in my renders and yours. It looks like the vertical edges in your models aren't
softened. Almost like their hidden but not softened/smooth. It's like something messed up
passing the file. You need to check that out.good luck and keep experimenting and learning. chuck.
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RE: Twilight Render - Challenge
Dave, Glad I could be of some help. Don't be embarrassed at making mistakes, that's how you learn. If you could
see some of my early models you'd get a pretty good chuckle. Have been going back through my files recently and
cleaning up early stuff. When I go into monochrome some of them look like checkerboards ! We all started at the
same place so don't let it get you down. Going to give you a few more tips, hope it doesn't freak you out.In your last image you posted, the reason the wine in your glass is black is the back face issue. If you have
reversed faces TW will render them black If you run a test render and you've got objects that look black go to
monochrome and check your face orientation.The stepped red lines in the wine is where the wine group was misaligned and sticking through the side of the
glass. The heavy black effects around the rim of the glass where solved when I unsoftened the outer rim.The comment about segment count in your circles is easily seen in the last render I posted. The segments are very
apparent in the foot of the glass. At least 48 segments would have looked smoother. Might have taken 64.The foot of the glass will look better if it has an upward curve across it's bottom. Only a small part of the foot
actually rests on the table. The wine glass foot is pretty dead flat and is why it's so grey.Make sure you model this kind of stuff BIG. The rocks glass was over 2' tall when i modeled it. Didn't scale down
until all modeling and texturing was finished.Last thing i promise ! Hope you figured out the TW post pro settings I had made in the rocks glass model. Besides
"vignette" being turned on I think I had dialed the exposure down one click. Default is 1.0Well that's it. Hope it's been some help. Glad to do it. Question's are always a good thing ! chuck.
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RE: Twilight Render - Challenge
ooops..... Forgot something. If your wondering why the saved renders look a little dark around the edges. I had been fooling about with the post pro settings in the rocks glass model and forgot to turn them off before posting the model.
If you want to see the raw render click on post pro ( lower right corner ) in Twilight window and deselect vignette and your renders will look more like the original post of the rocks glass image. sorry....... me bad..........