Showing posts with label render. Show all posts
Showing posts with label render. Show all posts

26.9.11

~progress?

continuing with the revamped phone, I've gotten further with this one than the previous one although there are some issues with rounding that I don't want. I have watched a video of someone
modeling a phone where they controlled the 'tightness' of the edges with additional edges. This is what I have been trying to do. BUT; they where working in MAX and this is softimage.


I think that in softimage, it is preferable to use hard
edges with "mark hard edges", but I want to
export this to various formats for turbosquid...
so I am trying to make the model as simple and portable as possible.

23.9.11

some rough materials

UPDATE


...................................................................................................................

did some more cleanup and refinement of the mesh, working out the kinks of measuring in real-->3d, used an image to get the primary size and shape and now measuring (with a vernier caliper) to get the size of the phone.

The silver trim is made with a incidence in the shiny port of a modified phong shader (preset manager - a grey plastic). The black plastic on the bottom is made with the same material I used for the buttons. I modeled the ridges in the middle button,
rather than try to do them with a texture/bump map, although I think I will do that for the rest of the rough/textured surfaces on the phone.

7.8.11

back to the vestibule

I've been working on the octagon room again, getting closer to finishing- much better at working with final gathering. Recently worked on the wood for the room.

a plank with the wood that I've been working on,


Looking at it as just a plank, I think it still needs some work, but in the room it was getting there.




The doors and moldings have supports and projections

Many things in this room are coming together... as I'm having some realizations about working on it. One thing I should mention is freezing the final gathering map ( the setting 'Only use FG points from file') under Map Settings. This allows you to render much faster. So I was under the delusion that I could apply the wood texture without a projection/support, and spent alot of time getting the wood to look right. Finally I put on a projection and support and the wood looked alot better. I was reluctant because of all the texture supports I would have in the scene, it would be messy.

I have yet to get into the details of the doors and put separate supports for the cross pieces as opposed to the vertical.


I have to say, the FG-Phys.Sun/Sky-PhotoExposure-arch_material combination is great lighting.


...

27.2.10

most recent shot

I think its starting to look professional.

more to come...

18.12.09

even more...






Spent alot of time tweaking things: I'm using the automatic mode for Final Gathering (softimage 2010)...
Scene File (current) forum thread
Render Options
  • Number of rays, points
  • played with sampling contrast a bit
  • changed the maximum sample normal deviation
  • started to freeze the map, render then render faster
  • picked up (on xsibase_user"maxsi77") Kobayashi's addon for Physical Sun/Sky with Photo Exposure
  • started rendering at a much lower Anti-Aliasing
  • Played with Sample Filtering (Framebuffer tab) Gauss/Mitchell _back to Triangle, Filter Size 1-4
  • Shadows, currently segmented
Physical Sun/Sky/Photographic Exposure
  • Adjusted the multiplier value (drastically different values, with Kobayashi's Addon {.01-1})
  • Thinking that at some point I should add some "Haze"
  • Have to bump up the samples for the light. Should get a crisper image.
Portal Lights

  • Three Light Boxes
  • Visibility on (was getting an error that the lights had to be VISIBLE)
  • Added an exponential falloff to the Portal light
  • bumped samples up to 5,5 (area tab)
  • Shadows on umbra 0
using the mia architectural shaders for the room -standard grey-subtle blue for the windows
  • Indirect Illumination Tab__ adjusted repeatedly the Radiance, Ray Multiplier, and Additional Multiplier settings.
Last Render done::



Extra::

A typical session