CGTalk Lighting Challenge #30: Old school Smoke
CGTalk Lighting Challenge #30: Old school Smoke
Here is my final submission for the CGTalk Lighting Challenge #30: Old school Smoke.
The base models where done by Giorgio Luciano.
The base models where done by Giorgio Luciano.
polygonmanufaktur.de
Re: CGTalk Lighting Challenge #30: Old school Smoke
I took a look at the others and... they will have no chance
little gallery... http://unverzagt.biz/cottysgallery/
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Re: CGTalk Lighting Challenge #30: Old school Smoke
Nice one! Looks ace!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Indeed it does.
- zeitmeister
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CGTalk Lighting Challenge #30: Old school Smoke
Wow!
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: CGTalk Lighting Challenge #30: Old school Smoke
Stunning! Incredibly atmospheric.
- Polinalkrimizei
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Re: CGTalk Lighting Challenge #30: Old school Smoke
Nice one Zom-B, and good luck for the competition!
I can actually smell this picture.
I can actually smell this picture.
- PureSpider
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Re: CGTalk Lighting Challenge #30: Old school Smoke
Wie gern würde ich sowas auch können... ich bewundere dich, Arthur!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Hey guys, thanks a lot for the kind words
I share two nice "techniques" that I used to create that picture:
The Smoke (The credits for this one goes to fused since it was all his idea ^^)
The smoke was created using 3 what is called "Sweep-Nurbes" in C4D. Its a modifier that creates a object out of two splines, one "rail" and one for the thickness.
So we use here a rail spline based on a Helix with tight swirl radius on the bottom and wide on the top.
The spline for the thickness is a longer shape with some irregularities.
This smoke mesh is kind of low poly and gets smoothed out by Indigos subdiv, the smoke material is also kind of simple.
The Caustics
I played around quite a long time to get some proper caustics for that glass, but I failed with each approach.
Until I had the idea of a "laser-pointer", that should only bring out the caustics but don't lit the scene further.
So I created a IES file that was kind of a bundled beam of light and shot it into the glass to get fancy caustics.
I decided to have a little broader beam, so the caustics don't get ultra sharp, I felt that would disturb the choosy atmosphere.
Finally I realized that rendering the scene took way to long and the caustics needed ages to clear out. This seems to be related to Indigos importance weighting of lights. If I would render 5 light-sources individually for 1h and merge them in PS together, the resulting image would be way cleaner then rendering all of them together for 5h!
So I rendered the whole scene without the "IES lightbeam" and did the laser beam solo and merged it in PS.
I share two nice "techniques" that I used to create that picture:
The Smoke (The credits for this one goes to fused since it was all his idea ^^)
The smoke was created using 3 what is called "Sweep-Nurbes" in C4D. Its a modifier that creates a object out of two splines, one "rail" and one for the thickness.
So we use here a rail spline based on a Helix with tight swirl radius on the bottom and wide on the top.
The spline for the thickness is a longer shape with some irregularities.
This smoke mesh is kind of low poly and gets smoothed out by Indigos subdiv, the smoke material is also kind of simple.
The Caustics
I played around quite a long time to get some proper caustics for that glass, but I failed with each approach.
Until I had the idea of a "laser-pointer", that should only bring out the caustics but don't lit the scene further.
So I created a IES file that was kind of a bundled beam of light and shot it into the glass to get fancy caustics.
I decided to have a little broader beam, so the caustics don't get ultra sharp, I felt that would disturb the choosy atmosphere.
Finally I realized that rendering the scene took way to long and the caustics needed ages to clear out. This seems to be related to Indigos importance weighting of lights. If I would render 5 light-sources individually for 1h and merge them in PS together, the resulting image would be way cleaner then rendering all of them together for 5h!
So I rendered the whole scene without the "IES lightbeam" and did the laser beam solo and merged it in PS.
polygonmanufaktur.de
Re: CGTalk Lighting Challenge #30: Old school Smoke
Fine techniques really, and a great image !
obsolete asset
Re: CGTalk Lighting Challenge #30: Old school Smoke
Very nice image and amazing texture.
- pixie
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Re: CGTalk Lighting Challenge #30: Old school Smoke
Zom-B, you cheater!
Great work!
Great work!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Beautiful work!
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Re: CGTalk Lighting Challenge #30: Old school Smoke
Absolutely amazing, bravo!
Re: CGTalk Lighting Challenge #30: Old school Smoke
Nice work! Can you tell about that how you make greys parts of sigars? And can you share your settings and placement of lights in scene?
PS Вы ведь русский ? Модель Имрода была победителем на Dominance War, на сколько я помню)
PS Вы ведь русский ? Модель Имрода была победителем на Dominance War, на сколько я помню)
Ommm
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