August 2012 Competition - Materials & Lighting
Re: August 2012 Competition - Materials & Lighting
(Added a useful HDR site)
You know that skindigo materials support additional maps, don't you?
Common additional maps are bump map and exponent maps (specular is an incorrect name, speaking about Indigo: wonder why Lycium didn't kick my *ss); additional maps really enhance the appearance of your materials, changing the way the light bounces off them. That is why I usually make every phong material in the scene a little "uneven": the additional maps make the surfaces look like they're "consumed" (see the surface of the round table or the light reflection on the columns and the ceiling).
In general, however, I've seen that a good (photorealistic) base texture (diffuse map) generally leads to nice results, so lately I've been raiding the CGtextures site, looking for all kinds of textures. They've got plenty, but you'll have to spend some time on them to make them seamless and so tileable. Done that, you can extrapolate all the exp, bump and displ maps you need!
Glad to be of any help! If you need further assistance please ask!
You know that skindigo materials support additional maps, don't you?
Common additional maps are bump map and exponent maps (specular is an incorrect name, speaking about Indigo: wonder why Lycium didn't kick my *ss); additional maps really enhance the appearance of your materials, changing the way the light bounces off them. That is why I usually make every phong material in the scene a little "uneven": the additional maps make the surfaces look like they're "consumed" (see the surface of the round table or the light reflection on the columns and the ceiling).
In general, however, I've seen that a good (photorealistic) base texture (diffuse map) generally leads to nice results, so lately I've been raiding the CGtextures site, looking for all kinds of textures. They've got plenty, but you'll have to spend some time on them to make them seamless and so tileable. Done that, you can extrapolate all the exp, bump and displ maps you need!
Glad to be of any help! If you need further assistance please ask!
Re: August 2012 Competition - Materials & Lighting
Cheers Pibuz!
I'll admit I'm a bit of a rookie when it comes to bump maps, I know of them and I know where the tutorial is but haven't gotten around to learning the technique yet :S
All the best
Noel
I'll admit I'm a bit of a rookie when it comes to bump maps, I know of them and I know where the tutorial is but haven't gotten around to learning the technique yet :S
All the best
Noel
Re: August 2012 Competition - Materials & Lighting
It's very successful noelyone. My crit would go to the bottles count wich emphazises on the relatively low res/low quality of their respectives model and textures.noelyone wrote:Hey guys,
Thought I'd upload my WIP for some comments.... looking for some advice on the realism angle! I'm also interested in what camera setting you guys use for your renders? I tend to go with Advantix-100... Pibuz, if you get this message, where do you get your HDR environment map from? I'd also appreciate your advice on planting - you mentioned something about OBJs? I use sketchup like you but not sure on where to begin with OBJs!!!??? How does it work?
Cheers
Noel
obsolete asset
Re: August 2012 Competition - Materials & Lighting
Thanks ctzn, I reduced the resolution massively in photoshop for the purpose of getting some feedback. The real file is 5mb and everything is sharper. Glad you like it, cheers!
Re: August 2012 Competition - Materials & Lighting
Could somebody please define the actual MEZ time?!fused wrote:... and entries can be submitted no later than Thursday the 6th of September.
polygonmanufaktur.de
Re: August 2012 Competition - Materials & Lighting
As long as it's Thursday somewhere - i.e., we'll look at the results on Friday afternoon / early evening
Re: August 2012 Competition - Materials & Lighting
Hey there... My second post here but never had a chance for a propper greeting. So... Hey!
Well I'm using Indigo for a while now, dont know like couple of months. Still i never made a project that would fully satisfy me. I thought of this competition as a way to improve my poor skills a bit. There's a story behind this one but I'll keep it to myself till final render is done. Then I'll post it
I used like 2 or 3 textures from the material database, mainly due to lack of skills in searching good textures like you guys do here all the time. Couple of models from the sketchup model repository were used - tweaked for this scene. Robotic arm made with Artisan(thx Whaat!).
Im working on some more wires and cables now + ceiling (just a couple of details on it, but it takes a while when you do it for the first time ) + some little thingies like glasses, cuz the room is kinda empty now.
I never used any advanced rendering software before(you can't call AutoCAD 2008 renderer advanced do you? ). This is my first approach. Always loved Sci-Fi and fantasy. Texturing so many morphic shapes is a bitch though.
It's 500SPP, done with Bidir Path Tracing, 3 Supersample Factor. I know it's noisy and some objects fly(TV screens for example) but I'll fix things like that
Cheers
Well I'm using Indigo for a while now, dont know like couple of months. Still i never made a project that would fully satisfy me. I thought of this competition as a way to improve my poor skills a bit. There's a story behind this one but I'll keep it to myself till final render is done. Then I'll post it
I used like 2 or 3 textures from the material database, mainly due to lack of skills in searching good textures like you guys do here all the time. Couple of models from the sketchup model repository were used - tweaked for this scene. Robotic arm made with Artisan(thx Whaat!).
Im working on some more wires and cables now + ceiling (just a couple of details on it, but it takes a while when you do it for the first time ) + some little thingies like glasses, cuz the room is kinda empty now.
I never used any advanced rendering software before(you can't call AutoCAD 2008 renderer advanced do you? ). This is my first approach. Always loved Sci-Fi and fantasy. Texturing so many morphic shapes is a bitch though.
It's 500SPP, done with Bidir Path Tracing, 3 Supersample Factor. I know it's noisy and some objects fly(TV screens for example) but I'll fix things like that
Cheers
Re: August 2012 Competition - Materials & Lighting
Somehow the tmosphere reminds me a mixture of "I am legend" and "Minority report".
Tell us more about the fog!
Tell us more about the fog!
Re: August 2012 Competition - Materials & Lighting
I had "Blade Runner" in mind, but also from Philip K. Dick ^^Pibuz wrote:Somehow the atmosphere reminds me a mixture of "I am legend" and "Minority report".
Tell us more about the fog!
Re: August 2012 Competition - Materials & Lighting
Hey.
Well i had to read a couple of things about SSS, tried to achieve that with a blend material before with no satisfying result. All things on the model took me like 2 weeks of reading before I even started. Light travels through a specular materiall with SSS - just had to tweak it a little bit - it's from the database, cant really remember the name right now. All windows 'exit portalled' ;).
Bout the mood. I started up with a fantasy scene - devastated building, shiny shrooms everywhere - generally staff u see when u take too much medicine of some sort(Alice in Wonderland - this movie is a best representative). Couldnt texture the shrooms right though, so I gave up after a week. The idea was to combine something from Blade Runner and 19th century old photos + a couple of shiny thingies like the robot arm you can see here so you won't have any doubts this thing is Sci-Fi :).
Well i had to read a couple of things about SSS, tried to achieve that with a blend material before with no satisfying result. All things on the model took me like 2 weeks of reading before I even started. Light travels through a specular materiall with SSS - just had to tweak it a little bit - it's from the database, cant really remember the name right now. All windows 'exit portalled' ;).
Bout the mood. I started up with a fantasy scene - devastated building, shiny shrooms everywhere - generally staff u see when u take too much medicine of some sort(Alice in Wonderland - this movie is a best representative). Couldnt texture the shrooms right though, so I gave up after a week. The idea was to combine something from Blade Runner and 19th century old photos + a couple of shiny thingies like the robot arm you can see here so you won't have any doubts this thing is Sci-Fi :).
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Re: August 2012 Competition - Materials & Lighting
We must think quite similarly :)JK wrote:Hey.
Well i had to read a couple of things about SSS, tried to achieve that with a blend material before with no satisfying result. All things on the model took me like 2 weeks of reading before I even started. Light travels through a specular materiall with SSS - just had to tweak it a little bit - it's from the database, cant really remember the name right now. All windows 'exit portalled' ;).
Bout the mood. I started up with a fantasy scene - devastated building, shiny shrooms everywhere - generally staff u see when u take too much medicine of some sort(Alice in Wonderland - this movie is a best representative). Couldnt texture the shrooms right though, so I gave up after a week. The idea was to combine something from Blade Runner and 19th century old photos + a couple of shiny thingies like the robot arm you can see here so you won't have any doubts this thing is Sci-Fi :).
Re: August 2012 Competition - Materials & Lighting
A little update in case if some1 closed the topic before I get 0:00 on the forum clock . The final image is bakin' right now. Here's a noisy version. Added some things(like the shelf). Wanted to give image more junk, but i deleted it since I didnt have time to place it in the right order(organized chaos ). I made a criogenic chamber which I cant afford to render - gonna post it on the forum somewhere when this image is going to finish.
For the tech details - I changed the render metod to MLT - it really helped alot.
BTW - the guy on the left - he's the owner of the lab.
Cheers
For the tech details - I changed the render metod to MLT - it really helped alot.
BTW - the guy on the left - he's the owner of the lab.
Cheers
Re: August 2012 Competition - Materials & Lighting
I think you have some more time still. It's still the 6th somewhere on this planet
Re: August 2012 Competition - Materials & Lighting
Ok I'll render the chamber . The scene is ready but I'm doing the whole thing on a laptop so it takes a while - my HP gets crashes pretty often due to the memory dump or something. Damn I hate it. I'll try to update every time I get a new angle and the main topic isn't closed
Cheers!
Cheers!
Re: August 2012 Competition - Materials & Lighting
Not going to have enough time to enter (pc downtime) but it was a nice idea :D
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