The Renderer's Rings

Get feedback from others on your works in progress
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Zom-B
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Re: The Renderer's Rings

Post by Zom-B » Mon Jul 13, 2009 11:48 pm

OnoSendai wrote:Hi Wyt, the pattern bug is due to a self intersection issue.
I've made some changes to the code already, so hopefully this should be fixed in the upcoming 2.0.10.
Is this somehow related to this here?
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dmn
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Re: The Renderer's Rings

Post by dmn » Tue Jul 14, 2009 1:33 am

Well Wytraven, your shape is a bit more complicated. :) However it's still possible to do. You will just have more groups. I made things easier by first assigning vertex groups to the profile:

1. Draw profile.
2. Vertex Group edges of profile.
3. Spin Dup
4. Go to a vertex group and hit select.
5. Then select by edge ring
6. Assign the newly selected vertices to the vertex group
7. Deselect/ repeat 4-7 for each group.
8. For surfaces which are perpendicular to the spin axis of the object you will need to unwrap uvs using Project From View (In a view that fairly faces the surface dead on.
9. For others use Project From Cylinder.
10. move things around so they don't overlap.

I guess the one drawback to this method would be the number of seams, although if you think about how metal is burnished/ polished, the edges would be relatively scratchless. You could always bake a texture that needed to cross the seams/ edges.
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WytRaven
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Re: The Renderer's Rings

Post by WytRaven » Tue Jul 14, 2009 1:46 am

Well regardless of how appropriate or inappropriate this described method is to what I was trying to achieve it's great information. The more I can learn about blender's UV tools the better :lol: Thanks dmn :)
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

dmn
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Re: The Renderer's Rings

Post by dmn » Tue Jul 14, 2009 1:51 am

Yeah I'm learning too. :mrgreen:

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OnoSendai
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Re: The Renderer's Rings

Post by OnoSendai » Tue Jul 14, 2009 12:28 pm

ZomB wrote:
OnoSendai wrote:Hi Wyt, the pattern bug is due to a self intersection issue.
I've made some changes to the code already, so hopefully this should be fixed in the upcoming 2.0.10.
Is this somehow related to this here?
Yup, and it should be fixed in 2.0.10.

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WytRaven
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Re: The Renderer's Rings

Post by WytRaven » Wed Jul 15, 2009 1:36 am

OnoSendai wrote:Yup, and it should be fixed in 2.0.10.
"Should be" is now a "was" :D. Thanks Ono.

Trying for a final render now but may need to do a couple more with some tweaks to the bump map to get the scratches realistic. Looking a little strong on the inside of the ring at this stage.
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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WytRaven
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Re: The Renderer's Rings

Post by WytRaven » Fri Jul 17, 2009 4:37 pm

All done on this project. Final render here
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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CTZn
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Re: The Renderer's Rings

Post by CTZn » Sat Jul 18, 2009 12:23 am

That was epic :lol:

You know what Wyt ? Your first image is still great :mrgreen:
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WytRaven
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Re: The Renderer's Rings

Post by WytRaven » Sat Jul 18, 2009 1:05 am

Well I figure if I document my learning process then others can expedite there own. It also seems to inspire others to join in and share their experiences/opinions/ideas too which is fantastic. Everybody wins! :mrgreen:
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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