No worries borg. I'll give your edge loop positioning variation a go tonite and see what happens.Borgleader wrote:lol oops didnt see that...well oddly I got it to work O.o
The Renderer's Rings
Re: The Renderer's Rings
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Re: The Renderer's Rings
If all I was doing was scratch maps then that would probably work fine Pol but as I am also wanting to place a maker's mark and serial number on the inner side of the band (which is why I am trying to map to a rectangle) it just wouldn't be practical. But thanks for the suggestion anywayPolinalkrimizei wrote:And what is so wrong about this one? Distortion can be removed quite easily via proportional editing!
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
- Polinalkrimizei
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Re: The Renderer's Rings
Got your point. So, does indigo work with multiple uv sets?
In this case just select the inner faces around the area you want to texture, go to side view, select "cylinder from view". In blender it is easy to add more than one uv set to any mesh (edit menue).
Alternatively: Try projection painting!! It is much more fun
In this case just select the inner faces around the area you want to texture, go to side view, select "cylinder from view". In blender it is easy to add more than one uv set to any mesh (edit menue).
Alternatively: Try projection painting!! It is much more fun
Re: The Renderer's Rings
Ok so after much work I have finally achieved what I was trying to do. I tried various ways including those suggested here with little luck so I went back to my original idea of pinning all bored uvs. It worked but my gawd it shouldn't be that hard
I have learnt though that blender's "industry leading" uv unwrapping is great on organic or poly simple objects but give it something that is a "perfect" shape with non-uniform poly sizes and it shits itself bad. Oh well we can't have everything I suppose.
The left and right edges aren't perfect but for my purposes this is good enough.
Here's what I was after and now have:
I have learnt though that blender's "industry leading" uv unwrapping is great on organic or poly simple objects but give it something that is a "perfect" shape with non-uniform poly sizes and it shits itself bad. Oh well we can't have everything I suppose.
The left and right edges aren't perfect but for my purposes this is good enough.
Here's what I was after and now have:
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Re: The Renderer's Rings
Cool beans.
I'm curious- what's the resolution of the map for the ring and how many polys does the ring have?
I'm curious- what's the resolution of the map for the ring and how many polys does the ring have?
samlavoie.xyz
Re: The Renderer's Rings
The texture is 9000 x 2250. It's only that large because the scratches need to be very very fine to look at all realistic.
The gold ring has 24,480 quads. I could probably get away with less around the circumference of the "tube" where most are used for the slightly convex inner surface but the 360 divisions around the ring circumference are definitely necessary to ensure a perfectly curved edge. Could probably get it down around the 12k quads if I could be bothered doing it now
BTW that is not the actual final map. I was just using that image to get the UVs done. The final map looks (well one of the two) like this:
Obviously massively reduced in size Each ring in the rendered scene has it's own slightly different map; different serial number and different scratching. The maps are seamless along the short edges only as the long edges are hidden behind the silver rings.
The gold ring has 24,480 quads. I could probably get away with less around the circumference of the "tube" where most are used for the slightly convex inner surface but the 360 divisions around the ring circumference are definitely necessary to ensure a perfectly curved edge. Could probably get it down around the 12k quads if I could be bothered doing it now
BTW that is not the actual final map. I was just using that image to get the UVs done. The final map looks (well one of the two) like this:
Obviously massively reduced in size Each ring in the rendered scene has it's own slightly different map; different serial number and different scratching. The maps are seamless along the short edges only as the long edges are hidden behind the silver rings.
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
- PureSpider
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Re: The Renderer's Rings
Wow thats great!
Wonder how you created the number and stamp?
Photoshop brushes? Clever usage of some fonts?
Wonder how you created the number and stamp?
Photoshop brushes? Clever usage of some fonts?
Re: The Renderer's Rings
Serial and maker's mark were all done with fonts. I chose the main font because it's very simple and is similar to the one used on my real ring. The mark font is just a simple serif font and the ring is an alchemy symbol from an alchemy fontPureSpider wrote:Photoshop brushes? Clever usage of some fonts?
After rasterizing I just did a little selection transformation to break up the uniformity a bit, which is something I noticed on my wedding ring, and did 3 or 4 simple box blurs to get an ever so soft edge (with a lower res map you would probably only do one to avoid softening the edge too much).
The two rings have consecutive serials
It's mirrored on both axis' 'cause I couldn't be stuffed moving my UVs along the X axis and inverting along the Y...it was easier to do the "fixing" in photoshop
Also a note on this map: The horizontal centre of the map is less scratched on purpose as this is the inner ring portion which gets naturally polished by rubbing on the skin ...just in case you were wondering
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Re: The Renderer's Rings
Ok I'm convinced there's a bug in Indigo with small polygons. That weird patterned noise on the inside of the ring renders exactly the same when no textures and no HDRI env map is used.
I thought maybe it was just some feature that was slow to converge but after 20K spp on my current render it is still exactly the same. I will leave current one going for another 20 or so hours and see if it changes but all signs are pointing to "not a freakin chance".
I thought maybe it was just some feature that was slow to converge but after 20K spp on my current render it is still exactly the same. I will leave current one going for another 20 or so hours and see if it changes but all signs are pointing to "not a freakin chance".
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Re: The Renderer's Rings
Zoomed in example image so you can see what I'm referring to.
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
- PureSpider
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Re: The Renderer's Rings
Did you notice the pattern is mirrored?
Dunno what that shows, just wanted to mention it...
Dunno what that shows, just wanted to mention it...
Re: The Renderer's Rings
Purespider, yeah I see that, I also see the numbers from the makers' mark. I wonder if the texture is still on there somehow?
Actually polina's method works well with vertex groups, one each for the 'inner' and 'outer' sections of the ring. Unwrap them separately. No tweaking was done besides moving the outer uv group down.
Actually polina's method works well with vertex groups, one each for the 'inner' and 'outer' sections of the ring. Unwrap them separately. No tweaking was done besides moving the outer uv group down.
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Re: The Renderer's Rings
Yes the texture is on there. This is from the current render. I previously tried with no textures and no env just to see if that was the problem and the results were exactly the same.dmn wrote:Purespider, yeah I see that, I also see the numbers from the makers' mark. I wonder if the texture is still on there somehow?
By the way, now try that unwrapping method on a mesh that is not evenly distributed round the "tube" of the ring.
Render is currently at 30K spp with no change...
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Re: The Renderer's Rings
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.
I've made some changes to the code already, so hopefully this should be fixed in the upcoming 2.0.10.
Re: The Renderer's Rings
Ah well that's a relief just knowing what it is. Thanks for the update. I'll wait for 2.0.10 before wasting more electricity rendering this thing againOnoSendai 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.
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
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