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Micha - Museum (update close up page 2)

Posted: Wed Aug 24, 2005 10:06 pm
by Micha
Hi,

here a new rendering. The colored windows are photos from my trip to the GDR museum (east germany) last year. This fictive room show a part of my childhood. :wink:

Image

Posted: Wed Aug 24, 2005 10:12 pm
by 4 HeRo
Yep thats it alright that will do it :shock:
i love the light box well done :D

Posted: Wed Aug 24, 2005 10:16 pm
by Thomas An.
Lovely composition ! The lit display box that the bike is sitting on is very interesting, I like it. Also, the floor tile texture is amazing.

Posted: Wed Aug 24, 2005 10:29 pm
by Maximus3D
Very good work Michael :) you done it this time! congrats to a nice piece. And there's nothing i wanna crit on, i just like it the way it is. So calm and soothing with the subtle smooth light flowing in and around the scene.

/ Max

Posted: Wed Aug 24, 2005 10:33 pm
by Frances
Wonderful work Micha. Especially the floor and the lightbox and the trike and the windows... :)

Posted: Wed Aug 24, 2005 11:05 pm
by tom
Very nice Micha! :D

Posted: Wed Aug 24, 2005 11:07 pm
by Micha
Thank you very much for all the nice words. :oops:

I will tell some secrets from this image: :wink:

- I use burn 0 (!!!) and gamma 1.5 -> only so it was possible to keep the details in the bright lights

- the lightbox is a MXI emitter covered by a dielectric for the reflections -> this is the fastest way to get a noisefree image (1024x1024 in approx.8 hours)

- the light box MXI texture is a top view rendering of emitters behind a plastic surface with SSS 1 that i have done befor -> so I get in 1 hour a noisy texture image, but denoise and blur make it clean

- I had try to render the scene with a SSS plastic light box and emitters behind only, but than it takes for ever to get a noisefree image (after 20 hours the noise was very strong and the box to dark, so I stoped)

- the dielectric surface and the sss plastic surface on the light box are only single surfaces, not solids

Posted: Wed Aug 24, 2005 11:15 pm
by Thomas An.
Clever solution about using an MXI textured emitter for the display box !

...and yes, in this case it makes sense to use a single surface dielectric for the box top.

Posted: Wed Aug 24, 2005 11:19 pm
by gadzooks
I would love to know how you did the light box. Material settings and such.

Posted: Wed Aug 24, 2005 11:31 pm
by Mihai
Great materials, and thanks for the details. Regarding the view I just think it lacks a bit of focus. I know you're trying to show both the tricycle and the walls....maybe if you use a wider angle and move in a bit closer to the tricycle.

Posted: Thu Aug 25, 2005 6:23 am
by michaelplogue
What? No colored plastic stringers on the ends of the handlebars? You got to have those - they make you go faster!

:P :P :P

Really great render!

Posted: Thu Aug 25, 2005 8:25 am
by Micha
@gadzooks:
(1) place some thin long surfaces (emitters {I have used a texture here to, a yellowish image with darker edges}) behind a big surface (plastic, sss1, abs0, color white);
(2) render a top view of only this;
(3) take this rendering and clean the image per denoise and gaussian blur;
(4) build a mxi texture from the image (3) with an intensity approx. 20;
(5) use a light box with two parallel surfaces same size for emitter (with the prebuilded mxi (4)) and glass for reflections direct above (color white, ND 1.5, abbe 200) - here I miss bump maps for dielectrics
(6) for your ready to use rendering use a burn 0 and a stronger gamma, so you keep the details in the light box texture and you get enough light in the scene

Extra hint: if somebody try to use a light box with a geometrie from (1) direct in the scene, make the inside of the box black. So, less noise will be produced, because the light dosn't bounce so much.


@Mihai: Thanks. I have try it befor. A wider angle bring me to much room distortion and the light of the box get to much attention, because it will more dominant in the foreground than the tricycle. I have rendered much previews befor. :)

@marumari; Sorry, the texture is a modfied not free texture from total textures. Textures - the workflow in maxwell is a little bit crazy. If I try to get a brighter texture, I must adjust the image and not a scale factor. But we will get it in the future. :wink:

@michaelplogue: Stringers? Must be a western variation of the tricycle. Here my one is only like in the picture. In the DDR (GDR) things was most more simple as in the west part of germany. :wink: :D
Thanks.

Posted: Thu Aug 25, 2005 11:19 pm
by Micha
Thanks Adam, I have thought some times to do that, but first I try to keep the color windows in the background. You are right, it's time to do that now. :wink:

Posted: Fri Aug 26, 2005 12:44 am
by bakbek
Micha.... Why render the light box in the first place for the mxi emitter ? ? ? can't this effect be done with a simple photoshop drawing... just wondering

can you show as this image maybe ?

Posted: Fri Aug 26, 2005 9:26 am
by Micha
For step (1) [see post above] I have used a selfmade texture (A). This is my standard softbox emitter texture for smooth light. I have assign the texture to every plane "tube" surface. I have tested pure emitters too, but the fallof of the texture bring a better look, not so clean, more real.

In the second image (B) you can see the rendered texture. Yes, I could try it in PS too, but I was not sure it will looks good enough. So, I rendered in one hour this texture. It is not so much work and I hoped to get a best result for the texture. My experience with pure emitters has show me, that a simulation looks better than a fake. So, I try to be so real as possible conected with a short rendertime. In my tests I have seen in the softbox light simulation a subtle opalescently effect and I have try to keep it. I feel it give the final rendering of the light box more live. :wink: Also it was a test for future projects.

A next step of realism could be to use for each tube in step (1) a separate texture with different color shift and intensity, like old and new tubes. But here I stoped, - after a too long time of working on an image I only want to finish the image. All this small details makes me crazy. :)



image A
Image

image B
Image