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WIP and shift lens test (update p.2)
Posted: Wed Jun 04, 2008 7:07 pm
by BbB
Here's a first shift lens test. It works beautifully (here a negative Y shift to capture the table and benches).
I didn't let the image cook long enough as the modelling is not completely finished. Will post final shots in the next couple of days.
(I'm getting some rogue facetting in my banana leave).
EDIT: Forgot to quote my source. This is loosely based on a house built by architect Chakib Richani in Dubai. I picked it because it looked nice but also easy to model and I'm lazy. And also because it is quite secluded, surrounded by a tall wall, which saves the effort of having to model a complete environment.
EDIT: Left to do: modeling lights and making the scene "night-ready"; tons of pillows on the benches; additional plants; more stuff (different stuff?) on the table; fixing some materials here and there; take another look at the weird banana tree; furniture in the home; backplate sky; aperture diffraction on in the final render...
Posted: Wed Jun 04, 2008 7:13 pm
by matsta
awesome man, really enjoy the fullness of the shot. great use of the shift. great work once again, your exterior work is beautiful.
greetz
mat
Posted: Wed Jun 04, 2008 7:14 pm
by fused
wow! great work. i love the trees.
no words for that!
stunning as always...
Posted: Wed Jun 04, 2008 7:23 pm
by OnoSendai
pretty f*ckin cool.
some crits:
* grass looks a little fluro green (too saturated diffuse albedo?). Same with light green leaves on the palms.
* bump map or whatever on the foreground bench seats looks fake. Use displacement instead?
* The capsicums don't quite cut it realism wise, probably due to lack of SSS.
As the eye is drawn to those objects, I'd put something more realistic on the table.
Posted: Wed Jun 04, 2008 7:47 pm
by kwistenbiebel
OOH...

..We should have the shift lens thing in Skindigo as well.
Pretty nice perspective correction.
Posted: Wed Jun 04, 2008 8:32 pm
by BbB
Thanks a lot guys. As I said, this is really a WIP. Lots of tiny little things left to do. But I'm very, very happy about how the shift lens work. It's made framing arch images so much easier.
OnoSendai
Thx man. I'm pondering the saturation issue. Albedo maps behave differently depending on the light and camera conditions. I think the solution here could be postprod, i.e. correcting saturation on selected portions of the image and restricted to some colours. I think it would be faster than working on the albedo map.
Displacement is going to be tough in this scene because it's quite heavy. It's running at 2m polygons right now. Besides, the patterns on the fabric are very small so the mesh would need a lot of subdivision. And I want to model lots of pillows for the bench, which would also need subdividing. I will give it a try though, now that we have 64 bits. If it doesn't work, I might just use the bump without the albedo (which I think is what's creating the fake impression because the shadows are wrongly positioned.) Or another map altogether...
Taking your point on the vegetable. Any suggestion as to what else could lie there?
Posted: Wed Jun 04, 2008 10:02 pm
by johanjohan
hi!
Very good render
but how do you to renderer yours images very neat?
do you renderer your image more big or have you a setting in blendigo?
just a suggestion : your little banana is more clean, with a little wind your banana have some tears
you can so add sss material for your banana
(I have 3 banana plant in my garden I leave less tropics

)
thanks
Johan
Posted: Wed Jun 04, 2008 11:14 pm
by dougal2
Are the legs of the table actually bent outwards, or is this a trick of perpsective because of the shift ?
Posted: Wed Jun 04, 2008 11:21 pm
by BbB
Nouvelle-Caledonie: Nice!!! You're just a stone's throw from OnoSendai then!
Re your question: I rendered this image at 1600x1600, so it's about 50% downsampled here and appears less noisy than it really is. I use a quad core, which also helps.
Thanks for the tip re the banana leaves. There sure ain't any banana trees down where I live. I try to avoid SSS for big, complicated scenes like those because of render times. Instead, I use diffuse transmitters where I can - they're much faster.
The tree is a commercial Xfrog model. I just worked on the material. What I'm thinking of doing, though, is creating a slightly more complex alpha map that would give the leaves some thickness as well as transparency. I've done it in the past and it worked quite well so stay tuned. I'd also like the "trunk" to be a tiny bit darker. Dunno, just a feeling.
Posted: Thu Jun 05, 2008 1:19 am
by suvakas
F****g ace !!
I love it !
Ps. I couldn't get the sift lens to work here. It always moved my camera up or down. Havn't had time to revisit it though.
Posted: Thu Jun 05, 2008 1:20 am
by MESCH973
awesome awesome

BbB you are great!!
Posted: Thu Jun 05, 2008 1:20 am
by OnoSendai
suv:
well the shift lens does shift the lens a bit

Posted: Thu Jun 05, 2008 1:21 am
by MESCH973
model of palm are evermotion??
Posted: Thu Jun 05, 2008 1:47 am
by BbB
dougal2
It's an optical trick. Basically your eye telling you the perspective is wrong.
suvakas
SmartDen's done a good job in his exporter and the shift lens in Blender works exactly the way Ono said it would.
MESCH973
It's a commercial Xfrog model.
Posted: Thu Jun 05, 2008 2:04 am
by Stur
Would it be possible to post a rapid blender render of this pic with the normal lens then another one with the lens shifted ?
I can't see the effect of shift lens in this picture, sorry for my ignorance, it seems obvious to everybody but me.