Rendering of Clock

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opasniy_gnidnik
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Rendering of Clock

Post by opasniy_gnidnik » Sun Jun 12, 2011 1:15 pm

Hi all :D
This is my attempt to visualize clock.
8 hours of rendering, Bidir
in the end it there are not sufficient acceptable to me...clock hanging above the table and dont like this specks on glass.
In a general sense, it seems to me she did not have enough of something..
So I would be very grateful for any advice to give more realism for this scene :)
thanks in advance=)
(apologize for my English)
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watch_092.jpg

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Meelis
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Re: Rendering of Clock

Post by Meelis » Mon Jun 13, 2011 6:15 am

Watch Looks good.
Higher resolution wood texture for sure can make it look more reall. http://www.defcon-x.de/c4d/textures

opasniy_gnidnik
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Re: Rendering of Clock

Post by opasniy_gnidnik » Mon Jun 13, 2011 12:37 pm

Thanks for the link Meelis=)
I'm gonna try this!

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zeitmeister
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Re: Rendering of Clock

Post by zeitmeister » Mon Jun 13, 2011 8:05 pm

Plus,
a slightly more sophisticated lighting situation of your scene.
Placing the lights more exciting will improve your motif tremendeously.
Cheers, David



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opasniy_gnidnik
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Re: Rendering of Clock

Post by opasniy_gnidnik » Tue Jun 14, 2011 3:45 am

zeitmeister wrote:Plus,
a slightly more sophisticated lighting situation of your scene.
Placing the lights more exciting will improve your motif tremendeously.
I used the map EXR for reflection and one light source, that would emphasize the texture of the skin.
Increase in the number of light sources create are not beautiful reflections and glare on the glass of watch, decreases the saturation of the shadows and the image looks flat...
In any case, I need more tests and testing to get the desired result..

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CTZn
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Re: Rendering of Clock

Post by CTZn » Tue Jun 14, 2011 3:54 am

I like your modeling and materials, very nice work on the leather also.

I think the wood texture could be fine if it was scaled smaller, the magnified grain is distorting the perceived scale of the watch.
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galinette
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Re: Rendering of Clock

Post by galinette » Tue Jun 14, 2011 9:13 am

You should reduce DOF, macro photographs generally have a rather small DOF that gives the feeling that objects are small.

CTZn : I'm not sure that reducing wood scaling will help, it will rather make the opposite effect, the clock will look huge.

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CTZn
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Re: Rendering of Clock

Post by CTZn » Tue Jun 14, 2011 11:33 am

I wouldn't mind if the watch was to look a tad bigger compared with the wood essence, that was my point :)

Hey it's obviously a subjective matter, I'll keep that advice for myself then.
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galinette
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Re: Rendering of Clock

Post by galinette » Tue Jun 14, 2011 7:57 pm

Also : the bottom left part of the watch seems floating above the table, with no shadow, even a soft one. That's quite strange as Indigo is supposed to always render this well. Either lighting is inadequate, or there is another issue.

By the way, did you model at real scale in meters? If yes, you may have to reduce the nudge distance in the parameters. It's set on 0.1mm but for modelling very small features like here, it could be an issue. I do not notice strange artifacts, though.

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opasniy_gnidnik
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Re: Rendering of Clock

Post by opasniy_gnidnik » Wed Jun 15, 2011 2:35 am

Also :the bottom left part of the watch seems floating above the table, with no shadow, even a soft one. That's quite strange as Indigo is supposed to always render this well. Either lighting is inadequate, or there is another issue.
Yes, perhaps I need to experiment with other EXR, to remove this floating effect and to achieve acceptable shadows..
By the way, did you model at real scale in meters? If yes, you may have to reduce the nudge distance in the parameters. It's set on 0.1mm but for modelling very small features like here, it could be an issue. I do not notice strange artifacts, though.
No, I have modeled on the photo, but does not take into account the actual size, after I finished the modeling I simply reduced all this is relatively standard cube size 2 on 2(blender)
Nudge distance...you mean world scale?if yes in these settings are set by default - 1000X10^0

opasniy_gnidnik
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Re: Rendering of Clock

Post by opasniy_gnidnik » Wed Jun 15, 2011 2:46 am

oh yes, one more question he not much off topic=)
I wanted to know is there a way to convert normal map in the bump map that would use them in indigo??
Thank you in advance :)

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Headroom
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Re: Rendering of Clock

Post by Headroom » Wed Jun 15, 2011 4:46 am

2x2 Blender Units is 2x2 meters in Indigo (default word scale). That is way too big. You'll get more realistic results if you scale your model/scene into real world units.

Ray nudge distance is a different setting from World Scale and I am not able to find it in Blendigo for Blender 2.49. In Blendigo for Blender 2.5 you have to check the "Advanced" button in the Render Panel "Indigo Render Engine Settings" to get access to the Ray Nudge Distance.

The world scale defines what real world units one (dimensionless) blender unit is.

The Ray Nudge Distance is a setting to avoid self-intersections and objects around that scale may not render correctly.

opasniy_gnidnik
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Re: Rendering of Clock

Post by opasniy_gnidnik » Wed Jun 15, 2011 9:27 am

it is clear now, thanks Headroom)

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galinette
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Re: Rendering of Clock

Post by galinette » Wed Jun 15, 2011 10:27 am

Headroom wrote:2x2 Blender Units is 2x2 meters in Indigo (default word scale). That is way too big. You'll get more realistic results if you scale your model/scene into real world units.
To make it simple, yes, but you can manage having perfectly identical results whatever the scene size is. You need for this to scale homogeneously EVERY length related number in the scene, including:
- Camera parameters (sensor size, sensor lens dist)
- Material parameters (bump, absorbance coefficient, scattering coefficient,...)
- Light emitter flux
- ...

However, it's clearly more simple to model at real scale, so that standard camera/materials may be used.
For very small models, the nudge distance should be adapted too.
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