still life; almost done ;) Last shot updated

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afecelis
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Post by afecelis » Tue Nov 28, 2006 1:36 am

it's like a still life in a Cornell box or something
hehehe, yup. But the mesh emitter was my only way of simulating the specific light the painting had and my only chance of getting the light source reflected on the jug right behind the apple :wink:
Perhaps you could use a low-intensity (gain) HDR probe as the background, just so you don't see the reflection of the black void.
yup, that shall be a new test to try. It shall be schocking for the artist, heheheh, but it will be good for the render's sake. :wink:
Also perhaps some texture (wallpaper) or bump on the walls?
absolutely right. It's screaming for it.
dont you think its a bit blurry?
Yup, but I think it's the DOF. I also left this image render for 7 hours and the results were not as clean and crisp as the non-DOF image. mmmmhhhh...mmmhhhh.

but final comments are great to wrap it up, thanks! :D
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DaveC
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Post by DaveC » Tue Nov 28, 2006 5:34 am

This will be my final comment. I still think you need a little yellow-green in the apple's specular colour. Just a tint. And I agree with the comment from nick about the hdr. It's looking good.
The hardest part of BEING yourself is FINDING yourself in the first place...
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DaveC
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Post by DaveC » Tue Nov 28, 2006 5:34 am

ps. I lied about that being my final comment :wink:
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com

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afecelis
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Post by afecelis » Tue Nov 28, 2006 6:00 am

hehehe, you couldn't help it! :wink:
I don't know if the yellow tint in the specular color will be possible since I'm using a jpg texture and UV mapping the models and according to the tutorial, when using bitmap textures best thing is to set the material to full white; or it wouldn't matter? I'll experiment with it a bit :wink:
And I'm already working on the hdr version. I think I found a proper one for the scene, but now I'm struggling with getting bumpmaps to work.

thanks Davec! :wink:
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manitwo
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Post by manitwo » Tue Nov 28, 2006 6:33 am

i think he ment the specular color not the mat color

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afecelis
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Post by afecelis » Tue Nov 28, 2006 7:12 am

ahhh, so no prob? I thought the 3 (col, spec and mir) had to be set to white when using bitmap textures. That's great! of course I'll give it a try :wink: Right after I decipher this bump map problem, lol. Manitwo, perhaps you can gimme a hand with that? In the tut it says you must select either "Col" or "Nor" in the "Map to" properties. I thought you could use a jpeg texture and set it for difuse material and thena separate grayscale version of it for th ebump, this means, both "Col" and "nor" would be selected. In other words, what's the proper of creating a difuse material, with a jpeg and a bump map? :? :?
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manitwo
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Post by manitwo » Tue Nov 28, 2006 7:31 am

since i am a c4d user i dont know how to make that within the other exporters.
But the XML should look like this:

Code: Select all

    <material>
        <name>Apple</name>
        <phong>
            <diffuse>1 1 1</diffuse>
            <specular>0.78 0.1 0.5</specular>      #bright green
            <exponent>100</exponent>               #just guessing
            <albedo_texture>
                <path>apple.jpg</path>
                <uv_set>albedo</uv_set>
                <gain>1.000000</gain>
                <exponent>2.300000</exponent>
            </albedo_texture>
            <bump_map>
                <path>apple_bump.jpg</path>
                <uv_set>albedo</uv_set>
                <gain>0.001000</gain>
                <exponent>2.300000</exponent>
            </bump_map>
        </phong>
    </material>

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afecelis
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Post by afecelis » Tue Nov 28, 2006 7:35 am

ahhhh! thanks Manitwo, you da man! :D
ps. I thought you used blender for your stuff. :wink:
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manitwo
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Post by manitwo » Tue Nov 28, 2006 7:58 am

ohhh ... of course you should use dark green/yellow instead of bright green - my fault :oops:
To the DOF again: The value of "focus distance" should be the distance from your cam to the glas(or the apples,..)

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DaveC
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Post by DaveC » Tue Nov 28, 2006 9:34 am

Afecelis, I just wanted to show you what I meant about framing (please excuse the incredibly crappy models) and specular highlights.

This is the full render (top of glass in middle of shot):
Image

Which will be cropped as such:
Image

Resulting in:
Image

What do you think?

I'm sure this is not the only way to acheive a more natural perspective for the glass.
The hardest part of BEING yourself is FINDING yourself in the first place...
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afecelis
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Post by afecelis » Tue Nov 28, 2006 12:45 pm

wow Davec!!! you da man too! :wink: :wink: (or should I say, you da manitwo? heheheh ;) ) many thanks for such a detailed explanation. And the model and compo is great! in fact I think it will send mine into oblivion, hehehehehe :wink:

nice, nice, nice, thanks guys for all the tips and support. I shall take a deep breath and go for the final battle! :D
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homafloek
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Post by homafloek » Tue Nov 28, 2006 2:28 pm

afecelis wrote: nice, nice, nice, thanks guys for all the tips and support. I shall take a deep breath and go for the final battle! :D
you'll have to do that alone, but i cant wait to see the result.

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afecelis
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Post by afecelis » Tue Nov 28, 2006 3:14 pm

hehehe, but I just discovered going for the final battle is nothing but starting a new one!! :? :? :? Though I was able to implement most of the things suggested :wink: I'll leave it cooking till tomorrow, meanwhile nite nite everyone. zzzzz zzzzzzz zzzzzz zzzzz zzzzzzzzzz zzzzzzzz zzzzzzzz zzzzzzzz zzzzzzzzzz zzzzzzzz zzzzzzzzzzzzz zzzzzzzzzzz umh what was that?....zzzzzzzzzzzz...HDR what?...umh umh...zzzzzzzzz zzzzzzzzz zzzzzzzzzzzz....framing who? mmm mmmm zzzzzzzzzzzz zzzzzzzz zzzzzzzzz zzzzzzzzz zzzzzzzzzz zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
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afecelis
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Post by afecelis » Wed Nov 29, 2006 12:54 am

Good morning!!! Just picked up the fresh bread :wink:
Changes made:
-added a bit of yellow/green in the specular color (thnx Davec :wink: )
-moved the camera to correct the perspective issue in the glass (thnx Davec :wink: again)
-re framed the image, though I still gotta move out a bit to include more of the glass.
-used and HDRI for ambient lighting
-added a texture to the walls (sorry, still haven't succeeded with bump maps :( )
Image
so let the new battle begin, hehehehhe :wink:
ps. Now I'll update the last image since the 1st one is the one trying to mimmick the painting and this last one is the real-Indigo verision :wink:
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afecelis
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Post by afecelis » Thu Nov 30, 2006 3:36 pm

I'm releasing the jug I modeled for download, in case anyone wants to play around with it. (.blend format). Should you need a different file format let me know and I'll be glad to convert and upload it. Grab it here:
http://afecelis.gdlib.net/Indigo/wip/jug.blend

have fun!!! :D
ps. Oh yes!, the original doesn't have any bumps/dents, so remember to throw it downstairs a couple of times in case you want to change its shape :wink:
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