Simple Renderings Thread

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pixie
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Re: Simple Renderings Thread

Post by pixie » Wed Jul 21, 2010 10:51 am

Pibuz wrote:@Pixie:
Sorry mate: do you want the model for the materials, the scene or the simple basic 3d?
Because that is from the warehouse, maybe I could simply share the link!
I link would suffice, I would like to tweak it around. :)

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Re: Simple Renderings Thread

Post by Pibuz » Wed Jul 21, 2010 11:06 am


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Re: Simple Renderings Thread

Post by jarmenkell » Thu Jul 22, 2010 9:08 am

hi, guyz!
<start of *that's my first approach indigo* stuff>
...
<end of *that's my first approach indigo* stuff>

my main goal was to make a realistic glass of water, so other stuff was added to make the scene more life-like.
but now after numerous test renders i want to hear some useful advices (especially about the composition).
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ikea glass 10 (MLT+hdri) spoon.jpg

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Re: Simple Renderings Thread

Post by Lucidic » Thu Jul 22, 2010 8:58 pm

Add some more colur to the scene and fix the tiles on floor and walls (the grouts should be in the corners).

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Re: Simple Renderings Thread

Post by pixie » Thu Jul 22, 2010 9:37 pm

danke shun! :)

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Re: Simple Renderings Thread

Post by jarmenkell » Thu Jul 22, 2010 9:40 pm

the funny thing about those tiles is that it is the realistic tile material from Indigo Database, but my Cinema4D made it look flat although all the dump and displacement maps are on..

but thanks for the advice anyway!

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Re: Simple Renderings Thread

Post by CTZn » Thu Jul 22, 2010 9:58 pm

About the tiles:

A: scale the UVs so they look smaller on mesh. Their depth would look more appropriate then.
B: invert the "cube's" normal, since the camera is pointing within. Tiles are carving the surface atm.

You should create a wip thread if you are after numerous advices ;)
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Re: Simple Renderings Thread

Post by pixie » Thu Jul 22, 2010 10:04 pm

jarmenkell wrote:the funny thing about those tiles is that it is the realistic tile material from Indigo Database, but my Cinema4D made it look flat although all the dump and displacement maps are on..

but thanks for the advice anyway!
It's probably due to light more then anything else.. that or wrong scales... imagine you have made your tiles with meters across where the bump is on mm you would then have a negligible bump

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Re: Simple Renderings Thread

Post by jarmenkell » Thu Jul 22, 2010 10:08 pm

CTZn wrote: B: invert the "cube's" normal, since the camera is pointing within. Tiles are carving the surface atm.
oh.. you're so right!.. i completely forgot about the normals.
btw, if i use that type of materials in Cinema, what type of "texture projection' should i use? when i apply Indigo mats to the models, Cinema automatically uses the "spherical" type of projection. with "tiled" mats it works not very good)

pixie wrote: It's probably due to light more then anything else.. that or wrong scales... imagine you have made your tiles with meters across where the bump is on mm you would then have a negligible bump
scales? i doubt that. everything is made in mm's, and Indigo's measurement units are also set to mm's. i'll check the normals)

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Re: Simple Renderings Thread

Post by pixie » Thu Jul 22, 2010 10:13 pm

jarmenkell wrote:
oh.. you're so right!.. i completely forgot about the normals.
btw, if i use that type of materials in Cinema, what type of "texture projection' should i use? when i apply Indigo mats to the models, Cinema automatically uses the "spherical" type of projection. with "tiled" mats it works not very good)
You can use whatever projection suits you, cindigo will then convert it to UV
jarmenkell wrote:It's probably due to light more then anything else.. that or wrong scales... imagine you have made your tiles with meters across where the bump is on mm you would then have a negligible bump
scales? i doubt that. everything is made in mm's, and Indigo's measurement units are also set to mm's. i'll check the normals)[/quote]

Everything may be done in mm, and usually the global scale is chosen accordingly, but if you set your tiles to have 1000mm we're still talking in meters. The bump are set in meters (therefore if you want to set 1 mm you would have then to set 0.001) I couldn't get Yves to change it to the the default used unit.

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Re: Simple Renderings Thread

Post by jarmenkell » Thu Jul 22, 2010 10:40 pm

pixie wrote: Everything may be done in mm, and usually the global scale is chosen accordingly, but if you set your tiles to have 1000mm we're still talking in meters. The bump are set in meters (therefore if you want to set 1 mm you would have then to set 0.001) I couldn't get Yves to change it to the the default used unit.
oh God, the attack of 1-meter tiles!! i take my words back, Pixie! thanks

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Re: Simple Renderings Thread

Post by pixie » Thu Jul 22, 2010 11:08 pm

jarmenkell wrote:oh God, the attack of 1-meter tiles!! i take my words back, Pixie! thanks
Which realistic material it is btw?


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Re: Simple Renderings Thread

Post by pixie » Thu Jul 22, 2010 11:52 pm

Well you had just picked a procedural material, it's not like you stamp a texture into an object...

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Re: Simple Renderings Thread

Post by jarmenkell » Fri Jul 23, 2010 12:04 am

i know that it is procedural, but i can't understand why does it looks so cool in the MatDB and why it doesn't do so in my test scene)

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