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cubicle gangster posted:hah, they are. stupid reality all up in your photons n poo poo
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# ? May 11, 2009 21:21 |
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# ? May 14, 2024 00:01 |
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cubicle gangster posted:hah, they are. That's awesome and if they're based on a real product I need to get some stat.
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# ? May 11, 2009 21:27 |
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You modelled the parquetry. YOU MADMAN.
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# ? May 12, 2009 00:23 |
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No I didnt! It's a displacement map. Although you can then say 'you used a 4k x 4k displacement map on a glossy reflective floor' and then I could say 'yeah what of it son'
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# ? May 12, 2009 09:01 |
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cubicle gangster posted:No I didnt! It's a displacement map. My hats off to you sir. Beautiful render.
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# ? May 12, 2009 10:50 |
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cubicle gangster posted:and then I could say 'yeah what of it son' You sounds so English heheheh
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# ? May 12, 2009 13:35 |
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cubicle gangster posted:No I didnt! It's a displacement map. There's no bump is there? You put all the grain in the displacement as well didn't you? Say yes because that would be awesome.
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# ? May 12, 2009 23:05 |
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haha. I did It's a mix map with the grain faded over the top.
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# ? May 13, 2009 08:58 |
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I don't know if anyone remembers my little shrimp boat rendering I did for my job, but the exhibit is getting close to completion. Which is kind of cool to see the reality start to take shape, that was first represented with the CG. The perspective on the boat kind of weirds me out how it matches up with everything. The horizon line is right at my eye level (which is how I designed it). The cab of the boat is a separate piece that's not installed yet. Curator is happy... He's sitting on his rock-work. That's me there. And that's a camera lens in my pocket, I'm not that happy about it. I also have pictures posted of the process up at my blog if anyone is interested.
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# ? May 13, 2009 23:48 |
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cubicle gangster posted:No I didnt! It's a displacement map. drat, where does one even get a 4k X 4k image of a floor? Minor suggestion, think you should do something about the wood texture on the chairs, I think they're what give it away most. (coming from an amateur keep in mind, it's looking good otherwise)
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# ? May 14, 2009 03:53 |
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http://www.evilmadscientist.com/article.php/candyfab Ridiculous large scale edible 3d printing.
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# ? May 14, 2009 11:04 |
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Alan Smithee posted:drat, where does one even get a 4k X 4k image of a floor? Minor suggestion, think you should do something about the wood texture on the chairs, I think they're what give it away most. (coming from an amateur keep in mind, it's looking good otherwise) arroway.de has some good ones, cgtextures.com also started making professional textures recently.
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# ? May 14, 2009 12:13 |
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Its an arroway one. Diff/bump/spec as 4k x 4k 60mb .png's They are silly
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# ? May 14, 2009 13:00 |
Had a username change (formerly Akaikami) but the website remains the same: Click Here Three new 3D pieces added to the portfolio, just speed sculpts for now until I take the time to settle down and really produce something of worth.
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# ? May 14, 2009 14:17 |
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'produce something of worth', he says! They're awesome. Anyone who uses max along with vray needs to get onto forest lite, stat - http://www.itoosoft.com/english/menu.php?id=forest_faq It's basically vray scatter, but it has a free version too. I did this in 45 minutes and it rendered in 10 - (excuse the awful colour balancing on the shrubbery, I didnt change the materials) 12 billion polys total, 2 of those billion just coming from the individual blades of grass. That is ALL geometry, stretching to just over 1km away. (although the grass breaks off much earlier) Also the entire ground plane is displaced mud. haha. The viewport loving flies with very little slowdown. It's completley bonkers. cubicle gangster fucked around with this message at 18:27 on May 14, 2009 |
# ? May 14, 2009 16:56 |
cubicle gangster posted:'produce something of worth', he says! Thanks, coming from a pro like you it's appreciated. Next project is to make a bust of Jean Reno as accurately as possible.
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# ? May 14, 2009 18:20 |
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cubicle gangster posted:'produce something of worth', he says! Woah . . . THANKS for that link! Now I want to install the free version, scatter some trees around and push my new computer a bit.
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# ? May 14, 2009 21:26 |
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Here's that crazy camera mapping experiment. Got that part down so now refining the sim and hacking a render together:
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# ? May 14, 2009 21:45 |
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Heintje posted:Here's that crazy camera mapping experiment. Got that part down so now refining the sim and hacking a render together: Looks fun, though I hate how Houdini renders out camera projection that looks a bit lowres and soft, I've tried to make the NDC shader and use a shader like Maya's background shader, but it always comes off a little too soft on my end.
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# ? May 14, 2009 22:23 |
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Yeah I'd say that it's a resampling issue. IE the renderer goes "ok, this texture is applied to this plane" and then treats it AS a filtered texture on 4 big polys, there's bound to be some approximation when it interpolates UVs, resamples the image and renders. To combat this you can use a higher res mesh, and up the pixel sampling rate. Or render the UVs and add the cam map in post. With the camera projections above I'm doing all sorts of crazy warping on the UVs and geometry, so it's blurred to hell.
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# ? May 14, 2009 23:05 |
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Heintje posted:Yeah I'd say that it's a resampling issue. IE the renderer goes "ok, this texture is applied to this plane" and then treats it AS a filtered texture on 4 big polys, there's bound to be some approximation when it interpolates UVs, resamples the image and renders. Ahh, makes sense, I'll have to give that a try one of these days, my usual work around for that was blending in comp, and motion blur, hah.
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# ? May 14, 2009 23:22 |
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One interesting thing I did with motion blur the other day was accidently loving up my shader so that it just mapped the current frame of the plate on the fragmenting geo. Since motion blur was on, it looked like the plate was being distorted in all sorts of freaky directions. I must give this a go again to distort things like people's faces.
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# ? May 14, 2009 23:27 |
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EDIT: NEVERMIND. It was a bad HDR file. Once I tried a stock HDR it worked fine . . . hmmm. sigma 6 fucked around with this message at 01:45 on May 15, 2009 |
# ? May 15, 2009 00:13 |
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re: the houdino map thing - cant you just turn filtering off completley and crank up the AA to let that handle it? I'm stabbing in the dark here, but you can do that with vray. The results look awesome, if a little bright
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# ? May 15, 2009 00:58 |
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There isn't really a standard AA setting per se, at least not in the default sampling settings. Micropoly renderers handle things pretty different to raytracing based ones, it splits each poly into tiny little chunks each with a corresponding UV value and then renders that. So really you want it to dice the geometry into smaller and smaller bits to give more accurate results (the pixel sample settings). Gah the sim I ran all last night has massive artifacts, I might not be able to do this with self collisions, drat.
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# ? May 15, 2009 14:29 |
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Here's an update with a few textures thrown on, with the same lighting set-ups as in the last post. Click here for the full 1280x720 image. Click here for the full 1280x720 image. The checkered areas haven't been unwrapped yet; that's why they look wonky. Yes, I stole an Iggy Pop poster.
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# ? May 17, 2009 00:46 |
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cubicle gangster posted:'produce something of worth', he says! So the trees and grass in the image are all 3d? I saw on the website that alot of the stuff is done with 2d planes and iv never had much luck making planes work well in an animated scene. Have you tried any of that? Image looks great by the way. Was the sky done in post?
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# ? May 17, 2009 05:03 |
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Okay, question for people who do a lot of their own scipts and programming out there. How do you get to a decent level of ability at it? I'm self taught so I can accomplish very basic stuff, but more complicated scripts just have me stumped. Is it as easy as picking up Programming for Dummies or do I have to go through a Computer Science Bachelor's degree?
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# ? May 17, 2009 08:58 |
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TouchToneDialing posted:So the trees and grass in the image are all 3d? I saw on the website that alot of the stuff is done with 2d planes and iv never had much luck making planes work well in an animated scene. Have you tried any of that? Yeah - the trees are modeled leaves, and the grass I modeled myself (at 5 polys each blade) Never used a 2d plane in a scene, always thought it looked like poo poo and now we can get away with 3d objects. It's a technique straight out of the late 90's. Sky is kind of a camera projection - I took a screen shot of the viewport from a camera with a wider angle, put the sky over it as I would in post then projected it onto a self illuminated plane behind everything. Gives me about 5 degrees either side of the view because I was going to do some basic animation. cubicle gangster fucked around with this message at 13:40 on May 17, 2009 |
# ? May 17, 2009 13:38 |
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Heintje posted:Here's that crazy camera mapping experiment. Got that part down so now refining the sim and hacking a render together: Oh god. Flash backs from our Hulk debris tests.... Aiee...
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# ? May 17, 2009 15:53 |
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Tell me, did you ever figure out how DOPs worked?
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# ? May 17, 2009 18:16 |
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SynthOrange posted:Okay, question for people who do a lot of their own scipts and programming out there. How do you get to a decent level of ability at it? I'm self taught so I can accomplish very basic stuff, but more complicated scripts just have me stumped. Is it as easy as picking up Programming for Dummies or do I have to go through a Computer Science Bachelor's degree? Honestly a lot of it is just basic logic theory - syntax is syntax, but logic is universal. I would say UML flowcharting might help, but it's always seemed a bit...remedial? I wish I could recommend a book, but I haven't really read any other than some old java and c# stuff from college, though a generalized dummies book would probably do the trick. If you have any questions, I maintain a decent amount of maxScript (almost identical to java, syntactically) code at work, so I can probably help you out if you're stuck on breaking something down.
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# ? May 18, 2009 01:36 |
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has anyone used papervision? for example this site uses it; http://ecodazoo.com/ there's been some really cool stuff coming out lately, and me and some friends are looking for some tips on what exactly can be imported in regards to models/textures/animation.
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# ? May 19, 2009 01:24 |
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Ecodazoo is the best thing I've seen come out of Papervision and one of my favorite Flash sites in general. That said, I'd only use Papervision for web3d if you ABSOLUTELY have to use Flash. If that isn't a limitation for you, there are better technologies out there.
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# ? May 19, 2009 02:41 |
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Another texture update: Click here for the full 1280x1024 image. I fiddled with the lighting a wee bit too, but I still don't like it.
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# ? May 20, 2009 05:50 |
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spottedfeces posted:Another texture update: Couple suggestions with your lights: tone down that bright white spot on the lower right-hand corner of the building, and find a way to bring more attention to the 'bloody piston' sign. As it is, my eyes are being drawn to the wrong places.
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# ? May 20, 2009 09:49 |
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Working on a new exhibit vis. Crits welcome. It's an interactive sea turtle exhibit. You can feed the sea turtles from the top area. I'll probably add some people using feeding poles and some more fish in the tank tomorrow. We'll be really pushing this exhibit this summer for fund-raising. It's the next big exhibit, although we are working on some smaller ones currently. This would be an actual new building added to our facility which costs quite a bit more than throwing in some new themed tanks and areas.
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# ? May 20, 2009 23:39 |
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The only thing that stands out to me are the orange walls - they look a little flat. Maybe a subtle glossy falloff reflection, slight noise in the glossiness - just so it looks a little shiny and painted. Aside from that it's really good, the people are well matched.
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# ? May 21, 2009 01:35 |
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cubicle gangster posted:subtle glossy falloff reflection I'm not sure technically what you mean by that. I get the idea of what you are saying, just not implementation...
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# ? May 21, 2009 03:49 |
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# ? May 14, 2024 00:01 |
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if you're using the mia_material_x, you'd increase the glossiness of your orange wall shader slightly, and put a bump map on it to break up the highlights so they scatter a bit like they would on a painted wall. you can sometimes fake the effect without a bump map by just lowering your glossy samples, but it doesn't look as nice up close. that, and mess with the BDRF curve to tweak how reflective the surface is at different angles. that'll give you nice falloff.
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# ? May 21, 2009 03:57 |