Simple Renderings Thread
Re: Simple Renderings Thread
Little glass test...
Cotty
Cotty
little gallery... http://unverzagt.biz/cottysgallery/
- Doug Armand
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- Joined: Fri May 16, 2008 5:49 pm
- Location: London UK
Re: Simple Renderings Thread
A simple rendering by mine.
The wooden beams would look better with displacement - but how to avoid the "ugly" edges, because of the sharp corners? Probably I should use som ruby to bevel or soft them, but then I'll lost the sharp corners in SU usable for quick moving and such.
The wooden beams would look better with displacement - but how to avoid the "ugly" edges, because of the sharp corners? Probably I should use som ruby to bevel or soft them, but then I'll lost the sharp corners in SU usable for quick moving and such.

SketchUp 8 / Windows 7 x64 / Indigo 3.0.14 / i7 CPU Q720 @ 1.60 GHz / 4.00 GB RAM / NVIDIA GeForce GT 230M
Re: Simple Renderings Thread
You can try bumb mapping instead of displacement mapping, this may avoid the corner problem and is much easier to handle with.munkey wrote:would look better with displacemen
For such simple geometries, you can add guidelines first and bevel afterwards and use the guidelines (grouped with the beveled object) for postitioning instead of sharp corners. (see screenshot)munkey wrote:but then I'll lost the sharp corners in SU usable for quick moving and such
Cotty
little gallery... http://unverzagt.biz/cottysgallery/
Re: Simple Renderings Thread
The wooden beams are already bumped, but they could look better imho.
And thanks for the corner tip, Cotty!
And thanks for the corner tip, Cotty!
SketchUp 8 / Windows 7 x64 / Indigo 3.0.14 / i7 CPU Q720 @ 1.60 GHz / 4.00 GB RAM / NVIDIA GeForce GT 230M
Re: Simple Renderings Thread
Hi munkey, can you be more precise on what "ugly edges" are ? Because they can be displaced and not be sewed together, or be displaced and sewed at once.
Edges with hard normals will show a gap while edges with smooth normals should result sewed (still with a gap but with an additional surface inbetween). That's a bit counter-intuitive but that should work, even more for wooden beams wich hardly show absolutely straight angles.
Try this
PS: you close the gap between the displaced beam sides with a negative "c" parameter for the displacement texture (offset ?).
Edges with hard normals will show a gap while edges with smooth normals should result sewed (still with a gap but with an additional surface inbetween). That's a bit counter-intuitive but that should work, even more for wooden beams wich hardly show absolutely straight angles.
Try this

PS: you close the gap between the displaced beam sides with a negative "c" parameter for the displacement texture (offset ?).
obsolete asset
Re: Simple Renderings Thread
Look, its not all glorious bathrooms and designer apartments! Indigo does dull stuff too
Ok, so this is 'finished' not work in progress but its hardly good enough to warrant its own thread. Modelled in about 15 minutes for a desperate client, then another hour and a half mucking around with the material editor trying to get some sort of workable dead tree branch material going on. So maybe 2 hours all in.
Client wanted the tree in and I don't have much experience with trees so I'm always reduced to trawling the 3D warehouse for anything useable, many of which are rubbish, unsuitable or so high poly they bring sketchup to its knees. So this slightly dodgy tree is a mixture of trunks from other models and my branch material I created.
Have to say I don't really get on with the material editor, but I got roughly where I wanted to be. The branches aren't awesome I know, with more time I would have spent longer orientating them more realistically or set up an additional material with different branch configurations for more variety.
The material works well enough for the bushes though I think.
But there we go, time sensitive and the whims of the client eh?

Ok, so this is 'finished' not work in progress but its hardly good enough to warrant its own thread. Modelled in about 15 minutes for a desperate client, then another hour and a half mucking around with the material editor trying to get some sort of workable dead tree branch material going on. So maybe 2 hours all in.
Client wanted the tree in and I don't have much experience with trees so I'm always reduced to trawling the 3D warehouse for anything useable, many of which are rubbish, unsuitable or so high poly they bring sketchup to its knees. So this slightly dodgy tree is a mixture of trunks from other models and my branch material I created.
Have to say I don't really get on with the material editor, but I got roughly where I wanted to be. The branches aren't awesome I know, with more time I would have spent longer orientating them more realistically or set up an additional material with different branch configurations for more variety.
The material works well enough for the bushes though I think.
But there we go, time sensitive and the whims of the client eh?
Re: Simple Renderings Thread
Doesn't look bad at all for the limited amount of time you put into it. A couple of things, though. The fence's color - way, way too saturared. Verticals - keep them vertical. DOF - looks positively weird.
Re: Simple Renderings Thread
Stinkie wrote:Doesn't look bad at all for the limited amount of time you put into it. A couple of things, though. The fence's color - way, way too saturared. Verticals - keep them vertical. DOF - looks positively weird.

DOF, I stuck it in post pro just to try and take the emphasis off the bushes a little, they were a bit too....in your face. The focus is supposed to be the fence, achieved I suppose because its hard to ignore it when its that bright!
As I say, not the best render you'll ever see.
Edit: oh and the verticals - I quite like the perspective you get with the default settings. I haven't had a chance to really play with lens shifting yet, but I might give it a whirl.
Re: Simple Renderings Thread
The "Cork thing on newspaper" (aka little Artisan finger exercise...)
Cotty
Cotty
little gallery... http://unverzagt.biz/cottysgallery/
Re: Simple Renderings Thread

For a speed modeling competition over at 3dtotal
- Doug Armand
- Posts: 1038
- Joined: Fri May 16, 2008 5:49 pm
- Location: London UK
Re: Simple Renderings Thread
Impressive..... quote from: Lord VadarGodzilla wrote:
For a speed modeling competition over at 3dtotal
Doug
Doug Armand
Doug Armand
Re: Simple Renderings Thread
Wow that looks delicious! And how fast did you modeled it ?
Re: Simple Renderings Thread
mjam...delicious! 

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