Page 1 of 2

Glass Jar and Oranges on Table (Maxwell Beta)

Posted: Thu Dec 01, 2005 7:33 pm
by Xlars
My second Maxwell image. I know there is still a lot of errors in it (tiling of texture, too dark mxi, orange model edges not aligning with texture etc). No particular pupose with this "Still Life" image just wanted to make it. Also I want to add more elements like a knife, sugar in the jar, a bee etc.

But I wanted to post is before the new release of Maxwell comes .. tomorrow :)

Comments and crits are welcome

Image

EDIT: Modelled in 3ds max and rendered with Maxwell Beta.
EDIT: Output sampling level was around 19.93 as I remember

Posted: Thu Dec 01, 2005 7:36 pm
by macray
Fine picture that you made!

It looks really convincing and real. But as you pointed at it - the tiling is visible. The other thing I recogniced is the full orange looks a bit like a ball made of rubber because it seems to be slightly transparent. The lower left side is stil to bright to be a real orange.

Asides from that it looks great!

Posted: Thu Dec 01, 2005 7:42 pm
by aitraaz
yep looks like the second time's a charm...veeery nice sss oranges :shock:.... if one wants to nitpick, as you said, the floor texture, and maybe the chrome cap in the foreground looks a touch cg, but that's just nitpicking...

Posted: Thu Dec 01, 2005 7:48 pm
by Olivier Cugniet
very good looking, great work :D

Posted: Thu Dec 01, 2005 8:02 pm
by Maximus3D
Very good, especially the saltshaker kinda thingy. Those oranges aren't that attractive as they're not soakingly wet and juicy.. anyways that's really nice work Lars. :)

/ Max

Posted: Thu Dec 01, 2005 8:09 pm
by blueplanetdesign
Great rendering. I love this sort of thing.

Tell me about your lighting setup.

I'm also very interested in the touches on the top of the chrome container lid...are these intended to be stains or splotches of some type? very intriguing.

Also, tell me how you accomplished the wet surfaces beneath the oranges.

Fine job overall.

bpd

Posted: Thu Dec 01, 2005 8:10 pm
by Xlars
Thank you very much for your comments and suggestions :)

macray: Ah yes I can see the "bright dots" on the left side of the full orange - not sure how that happened. I will look into it.

aitraaz: Glad you mention the sss, since I worked to get this with my scanned orange textures. Ye the crome cap, maybe it should not be quite so bright, and maybe I should make the model a little bumped/dented also.

Olivier Cugniet: So glad you like it!

Maximus3D: Ah, yes that saltshaker (it is actually a sugarshaker) I modeled to look like the one we have here in our kitchen. Glad you like it. He ha .. ok, I will try to make them look more soakingly wet and jucy.

Posted: Thu Dec 01, 2005 8:18 pm
by Xlars
blueplanetdesign: Thank you very much. Lighting is very simple, just a mxi (on a normal inverted dome) and one big emitter in front to the right. Ah, cool you noticed the stains/splotches on top of the lid .. yes they are intended and are simply bumpmaps (size 5) on the aluminum metal. The wet surfaces are simply glass with a tint of yellow color.

I will compile info about the picture and post it asap

Posted: Thu Dec 01, 2005 8:24 pm
by blueplanetdesign
Very, very nice indeed.

I'd like to try to simulate a wet surface like the ring a wet glass of liquid
makes on a tabletop. I think it can be done with a transparancy or reflection map.
Have you tried such a thing?

Posted: Thu Dec 01, 2005 8:51 pm
by blueplanetdesign
Yep. Saw it Kevin. Nice.
I'll give it a go and post the result.
Thanks.

Posted: Thu Dec 01, 2005 8:51 pm
by Xlars
Thanks guys.

Kevin Sutherland: Thank you very much! I know what you mean and are very glad you like the look of the orange segments. I made it like two "lids" on each open orange. The outer with the texture and the inner with just a bright white/yellow color to give the sss something to work on (otherwise it got very dark). The peel texture I did not make my self, and had a hard time to get it good (unsuccesful). I may try to make my own texture for that, like I did to the "open" ends.

blueplanetdesign and Kevin: Cool ideas with the wet surface stuff :idea:

Posted: Thu Dec 01, 2005 9:08 pm
by blueplanetdesign
BTW...is it just me, or is this not possible when refering to orange peels:
I cannot get noise to work (as a bump) inside a multi-sub material thats
populated with Maxwell materials.
I tried to do this on that stupid 35mm camera render I did a few days ago.
I couldn't get the noise to show up. Is noise working in Maxwell / multi-sub?

Another idea...I used to create procedural maps in Darksim and save them
out as regular texture maps. This would work for a texture that resembles
an orange peel.

Here's another map I would like for anybody to experiment with.
http://www.blueplanetdesign.com/ftp/bpd_porcelain.zip
It's all generated in Photoshop and saved as a rather large .jpg.
As a zipped archive it's still 1.1 MB. Total file size before zipping is 1.5 MB.

This devil posed some real challenges. It's supposed to mimic porcelain
with a craquelure look. Sometimes glazed pottery has hairline cracks
that give real character to the overall appearance. This looks pretty close.

Please, someone try this in Maxwell and show me the result. it's a real
difficult texture to use effectively. Renders take forever.

I have several other variations on this craquelure porcelain theme if anyone
is interested in experimentation.

Posted: Thu Dec 01, 2005 9:25 pm
by Xlars
Code: Select all
Geometry:

       Models made in 3ds max;
       Jar made using Loft, Shell and a little editable poly modelling.
       Oranges made using geospheres and FFD
       Wet on table made using a radient gradient map with noise as geometry (using volume select modifier).
       Ends of oranges are just cap'ed ends of half geosperes.

       Num Meshes: 16
       Num Triangles: 140934
       Num Vertexes: 71293
       Num Normals: 70597

Materials:

       Num Emitters: 2    (dome with MXI map)
                          (one plane to the right (100cm x 100cm) with D75, 2500W, color[254,253,238])
       Num Diffuse: 4     (paper is diffuse color:[228,228,228]) 
                          (table is diffuse, same bitmap in color and bump)
       Num Metals: 1      (Aluminium with a small bump map set to 5)
       Num Plastics: 2    (Orange "open" is plastic, uR:0, vR:0, Abs:0.1,Scat:0.1, same bitmap in color/bump) 
                          (Orange outside is plastic uR:0.4, vR:0.4, Abs:0.5,Scat:0.0, same bitmap in color/bump))
       Num Dielectrics: 2 (Jar: glass crown of barium LBC1, uR:0, vR:0, Abbe:150, Nd:1,541, white)
                          (Juice: glass crown, uR:0, vR:0, Abbe:59,6, Nd1,518, color[237,239,172])

Bitmaps:

       Num Bitmaps: 6 (Orange outside, Orange inside, Table, bump on metal, MXI lightmap, .. forgot the last one)

Render Options:

       Burn: 0.8
       Monitor Gamma: 2.2
       Film ISO: 100
       Shutter (1/s): 15

System:
       Windows XP, SP2
       Xeon(TM) CPU 2.66GHz
       2.66 GHz, 2GB RAM
Image


The textures for the "cut orange ends" was made by putting a fresh orange i my scanner .. and then adding some more edge in photoshop to be on the safe side when using them as textures. That orange juice almost ruined my scanner (they are more wet than they look :D ) Here they are if anyone in this forum are interested in the textures:

Image

Image

Posted: Thu Dec 01, 2005 9:35 pm
by Xlars
blueplanetdesign: Yeah, I used a static bitmap as bump on the orange peel matching the color map (not that good result so I have to give it a go again). All I use noise for is for creating the pattern of the wet spots on the table, but converted to editable poly geometry (without any procedurals) before rendering with Maxwell beta.

Cool thanks for the file I will have a look and experiment a bit with it, even though I still have not really found good settings for porcelain using Maxwell beta with 3ds max. I would love to add a plate to my scene here sometime 8)

Posted: Thu Dec 01, 2005 9:35 pm
by blueplanetdesign
Thanks, great stuff.