still life; almost done ;) Last shot updated

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afecelis
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still life; almost done ;) Last shot updated

Post by afecelis » Sat Nov 25, 2006 12:06 pm

My partner's dad painted this still life:
Image
So I decided to model it in blender and give it a try with Indigo. I also wanted to show him Indigo's capabilities to simulate real life lighting and reflections:
Image

update: Nov.26/06
-added wrinkles on the floor
-added DOF
-added bumps (dents) on the jug

update: Nov.27/06
-lowered apple's material reflection
-closed the apple's stem circle

Any C&C is welcome :wink:
Last edited by afecelis on Wed Nov 29, 2006 12:55 am, edited 9 times in total.
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IanC
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Post by IanC » Sat Nov 25, 2006 12:11 pm

Nice pic. You'll want to take the exponent value right up for the nk file though :)

Try and make the apples more irregular, make the bit where the apple stem (right word?) comes out deeper. Also sort out the seam!

Look forward to updates!

Ian

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afecelis
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Post by afecelis » Sat Nov 25, 2006 12:56 pm

IanC wrote:Nice pic. You'll want to take the exponent value right up for the nk file though :)
Try and make the apples more irregular, make the bit where the apple stem (right word?) comes out deeper. Also sort out the seam!
Look forward to updates!
Ian
Thanks Ian. How do you change the exponent value in the NK file? I checked it but all that was there was a bunch of coded numbers; no exponent values to change :(
Right about the apples and the seam. Working on them, Already started working on the jar's "mouth" and kinda sorted it out but now It looks as if I grabbed a hammer and hit ti bad with it :wink: The jar in the painting indeed has some bumps but mine crossed the line; also proportions got bad and lost the nice base I had in the first version. I overdivided the lattice :D Going back to a previous stage and checking those apples.
http://afecelis.gdlib.net/Indigo/wip/bodegon02.jpg
Last edited by afecelis on Sun Nov 26, 2006 4:04 am, edited 2 times in total.
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IanC
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Post by IanC » Sat Nov 25, 2006 1:51 pm

The exponent must be changed in the xml. When you export do "separate materials" to make finding it easier :)

Just change <exponent>50</exponent> (or whatever number) to <exponent>100000</exponent> (10,000 plus really)


Ian

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tungee
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Post by tungee » Sat Nov 25, 2006 10:20 pm

Hi Afecelis, this gone be a nice render!
good luck :)
Music has the right to children!

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homafloek
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Post by homafloek » Sun Nov 26, 2006 1:14 am

this is gonna be awesome! cant wait!

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afecelis
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Post by afecelis » Sun Nov 26, 2006 3:57 am

Thanks guys for the comments and suggestions. Quick update.
1. Finished modeling the jar.
2. Moved the apple's "belly button" towards in.
3. Checked apple's texturing.
4. Changed lighting from exr to a mesh emitter to make it more similar to the painting.
5. Raised the exponent in the nk material to make it reflective.

Now the problem is that the silver material is only reflective in front of the camera. The sides of the jar are showing up black. :( :( Any ideas?

here's the new shot :D
http://afecelis.gdlib.net/Indigo/wip/bodegon03.jpg
Last edited by afecelis on Sun Nov 26, 2006 3:10 pm, edited 1 time in total.
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u3dreal
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Post by u3dreal » Sun Nov 26, 2006 7:38 am

Very nice afecelis.!!!

Hm.. the metal seems really strange.. maybe the fresnel factor ??

cheers

u3dreal ;)

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afecelis
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Post by afecelis » Sun Nov 26, 2006 8:06 am

thanks U3dreal! :D
well I made some tests. I applied several nk metals to it (Cr, Au, Al, etc) and the result was always the same, but then I rotated the model 90 degrees and....
http://afecelis.gdlib.net/Indigo/wip/bodegon04.jpg
So it must be a normals problem :( Unfortunately, the normals seem to be ok in blender, so I'll probably have to re-model the jar from scratch.

ps. As usual, I also tried the scene in kt and things were a bit more complicated there, specially with the metal materials :(
Last edited by afecelis on Sun Nov 26, 2006 3:10 pm, edited 1 time in total.
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iamthwee
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Post by iamthwee » Sun Nov 26, 2006 8:46 am

Yeah that's a pain, I can never really tell if I need to flip the normals.

Is there going to be any hdri mapping of the jug?

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afecelis
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Post by afecelis » Sun Nov 26, 2006 12:21 pm

jug! that's the word! :D thanks!

First image had hdri (exr) lighting. I'll retake it once I fix the....JUG, hehhehe :wink:
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afecelis
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Post by afecelis » Sun Nov 26, 2006 3:07 pm

ahhhhh!!! nailed it! Remodeled the jug and got the trick to work! :D :D :D

wire view:
Image
quick render:
Image

now I can work on improving the other materials and trying out the hdri version again :wink:
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zsouthboy
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Post by zsouthboy » Sun Nov 26, 2006 4:56 pm

Just a heads up, if you don't enclose the scene in a box, it will clear the noise earlier (rays end up bouncing around until their max, rather than a few times and out)

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eman7613
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Post by eman7613 » Sun Nov 26, 2006 6:40 pm

wow, looking very nice! thatill be a keeper!
Yes i know, my spelling sucks

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afecelis
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Post by afecelis » Mon Nov 27, 2006 12:23 am

zsouthboy wrote:Just a heads up, if you don't enclose the scene in a box, it will clear the noise earlier (rays end up bouncing around until their max, rather than a few times and out)
you're absolutely right! It also helps enhance the reflection effect on the jug. :D New version:(updated above)
http://afecelis.gdlib.net/Indigo/wip/bodegon06.jpg
wow, looking very nice! thatill be a keeper!
thanks eman :D
Last edited by afecelis on Mon Nov 27, 2006 3:47 am, edited 1 time in total.
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