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CGTalk Lighting Challenge #30: Old school Smoke
Posted: Mon Jan 07, 2013 6:30 am
by Zom-B
Here is my final submission for the
CGTalk Lighting Challenge #30: Old school Smoke.
The base models where done by Giorgio Luciano.

Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Mon Jan 07, 2013 7:41 am
by cotty
I took a look at the others and... they will have no chance

Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Mon Jan 07, 2013 8:16 am
by StompinTom
Nice one! Looks ace!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Mon Jan 07, 2013 10:23 am
by Stinkie
Indeed it does.

CGTalk Lighting Challenge #30: Old school Smoke
Posted: Mon Jan 07, 2013 8:19 pm
by zeitmeister
Wow!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Mon Jan 07, 2013 8:57 pm
by Bosseye
Stunning! Incredibly atmospheric.
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Mon Jan 07, 2013 11:49 pm
by Polinalkrimizei
Nice one Zom-B, and good luck for the competition!
I can actually smell this picture.
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Tue Jan 08, 2013 12:06 am
by PureSpider
Wie gern würde ich sowas auch können... ich bewundere dich, Arthur!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Tue Jan 08, 2013 12:58 am
by Zom-B
Hey guys, thanks a lot for the kind words
I share two nice "techniques" that I used to create that picture:
The Smoke (The credits for this one goes to fused since it was all his idea ^^)
The smoke was created using 3 what is called "Sweep-Nurbes" in C4D. Its a modifier that creates a object out of two splines, one "rail" and one for the thickness.
So we use here a rail spline based on a Helix with tight swirl radius on the bottom and wide on the top.
The spline for the thickness is a longer shape with some irregularities.
This smoke mesh is kind of low poly and gets smoothed out by Indigos subdiv, the smoke material is also kind of simple.

- The smoke mesh

- Two splines that a smoke swril is made from.
- screenshot.2.png (3.64 KiB) Viewed 10651 times

- The smoke material
The Caustics
I played around quite a long time to get some proper caustics for that glass, but I failed with each approach.
Until I had the idea of a "laser-pointer", that should only bring out the caustics but don't lit the scene further.
So I created a IES file that was kind of a bundled beam of light and shot it into the glass to get fancy caustics.
I decided to have a little broader beam, so the caustics don't get ultra sharp, I felt that would disturb the choosy atmosphere.
Finally I realized that rendering the scene took way to long and the caustics needed ages to clear out. This seems to be related to Indigos importance weighting of lights. If I would render 5 light-sources individually for 1h and merge them in PS together, the resulting image would be way cleaner then rendering all of them together for 5h!
So I rendered the whole scene without the "IES lightbeam" and did the laser beam solo and merged it in PS.

- Render of only IES light beam only
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Tue Jan 08, 2013 1:16 am
by CTZn
Fine techniques really, and a great image !
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Tue Jan 08, 2013 6:26 am
by ritter
Very nice image and amazing texture.
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Tue Jan 08, 2013 6:31 am
by pixie
Zom-B, you cheater!
Great work!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Mon Jan 14, 2013 11:45 pm
by fused
Beautiful work!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Fri Jan 25, 2013 10:54 am
by pixelmonkey
Absolutely amazing, bravo!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Posted: Wed Feb 06, 2013 5:11 am
by RusGun
Nice work! Can you tell about that how you make greys parts of sigars? And can you share your settings and placement of lights in scene?
PS Вы ведь русский ? Модель Имрода была победителем на Dominance War, на сколько я помню)