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Stapler - texture & lighting test -update 13.07.05

Posted: Mon Jul 11, 2005 9:53 am
by LarsSon
Hi

I wanted to model something simple for testing.
... so here it is.

-modeled room around object
-I took hires texture photos for wood and plastic material
-hi-res bumpmap rendered from max 5000x5000
-modelled dust particles scattered to plastics
-using sky and sun in picture 1 and 2
Dome and 1mx1m emitter in picture 3

Rendering time 8-9h per picture using my home computer P4 3400.

-LarsSon

Image



Image



Image

Posted: Mon Jul 11, 2005 10:27 am
by heiki
Really nice attention on details. Dust is great! how did you do it? Modeled separately?

Posted: Mon Jul 11, 2005 10:30 am
by Maximus3D
Kickass renderings Larsson! :D but modeling dust smells overkill to me, like hunting bunnies with bazookas hehe, however it looks great!
Congrats to your nice renderings ;)

/ Max

Posted: Mon Jul 11, 2005 11:15 am
by giza
wow man this is crazy can we see some wires plz, i'm curious about that dust stuff:)

Posted: Mon Jul 11, 2005 11:24 am
by rivoli
really good looking stuff, only thing that looks off to me is the specular on the wood in the second image, it looks a bit too plastic.

Posted: Mon Jul 11, 2005 11:37 am
by LarsSon
Rivoli: well... it is plastic. :roll:
I know. It looks too shiny... or maybe it's just too bumpy.

Dust is made with particles. Two different kind of hairs modelled.
Dust particle material is grey diffuse with scat and abs set to 0.4.
This way dust shines stronger when light is coming from back.

Posted: Mon Jul 11, 2005 11:47 am
by rivoli
LarsSon wrote: Rivoli: well... it is plastic. :roll:
well, i never thought it was dielectric :roll:
never mind my comment, these are cool images.

Posted: Mon Jul 11, 2005 12:51 pm
by tom
perfect! :shock:

Posted: Mon Jul 11, 2005 5:42 pm
by iandavis
Its really great to see someone taking the time to add realistic elements, and it's done rather convincingly.. however, I do believe there may be just a LITTLE bit too much hair... kinda looks like a it's a stapler/lintbrush

and the comment about the metal is true also, the problem with adding one element of reality is that by doing so you will illuminate others which are not there... like the scratches and imperfections of mass produced steel.

This job is worth finishing IMO

edit: I forgot... there are several smoothing errors in two of the images... either you have an extra 2pnt poly there or something...??

cheers

Posted: Mon Jul 11, 2005 5:45 pm
by psanitra
perfect idea with the particles/dust. Exellent Image!

Posted: Tue Jul 12, 2005 3:15 am
by michaelplogue
Really wonderfull render! Agree that there is too much dust, though it's a great effect. Maybe just a few on the top and some on the table surface.

Great piece!

Posted: Tue Jul 12, 2005 4:46 am
by Tyrone Marshall
LarsSon wrote:Rivoli: well... it is plastic. :roll:
I know. It looks too shiny... or maybe it's just too bumpy.

Dust is made with particles. Two different kind of hairs modelled.
Dust particle material is grey diffuse with scat and abs set to 0.4.
This way dust shines stronger when light is coming from back.

Nice work LarsSon. I think all that you need for the metal part is very good scan of some grime ( www.dvgarage.com - surface toolkit ) in the gloss channel to give the metal some random scratches/dull areas/shiney areas.

Excellent work on dust! The lighting distribution of the "glint" of sun light is rather excellent. Can you tell more about your scene setup (physical sun? emiters?)

Posted: Tue Jul 12, 2005 8:38 am
by LarsSon
Thank you for your c&c!

Yes, i think that you are right about metal look. I'll make some
nice scratch map for bump and clossy use.

Adam: Thanks for that photo. It's showing perfectly what i'm missing.
"My metal shader will converge to that" :wink:

Too much hair or dust? I'm not sure. It's just how it is in real world. If it have been in same place many months, it could be very dusty. I think
that the bigger problem is distribution. Because i'm not using any dirtmap
or similar thing, those hairs are just scattered around the object.
Other thing is surface where stapler is. Now it's too clean.

Iandavis: What do you mean? In two of those images? I see that there is
some problem in second picture, but i can't see any problems in other pictures.
-LarsSon

Posted: Wed Jul 13, 2005 10:02 am
by LarsSon
Hello again.

I made some changes to metal material. Didn't wanted it to look
too new or clean so i made it bit dirtier and not so shiny. Hope you
like it more than the first one.

and at the same time i have problems with dusty plastic material and
dust particles. It's really hard to make them look right.

So in this picture i like that metal look, but not happy with other things.
For next rendering i'm going to change background and model some "supporting" objects.

Give me some c&c. Thanks!



Image

-LarsSon

Posted: Wed Jul 13, 2005 4:48 pm
by Tyrone Marshall
Good improvement!

This is very slight but I would really take a another look at the image Adam posted. Or look at an actual stapler, since the staple cartridge moves up and down when used, the wear and tear (scratches) tend to occur in smaller lengths that are vertical not horizontal.

The dust on the table is maybe too large. :D