- Fri Jul 20, 2007 6:48 pm
#238322
Hey all -
Had a request for some info on my last beer pour render, so here is a quick overview and some screens:
Final image:

These are the two main renders (second one for bottle only) and the two versions I pulled out of the bottle shot with ML:

Here are some screens of the setup in Max:


-------------
The lighting rig is actually pretty simple, but positioning of the elements does take a fair bit of time. It is hard to position things accurately for reflections, so I spend a lot of time test rendering to get things locked down. The background is a simple plane and a chopped off sphere. Nothing is square to each other so it looks a bit odd, but it allowed me to create fall-off of light without getting tricky with emitters. I used one mxi emitter for the top plane emitter. It's just a simple square of white with darkened corners to create a softbox sort of look - nothing tricky.
The background is lit with a plane (marked as #2 in the first screen grab). It shares an emitter material with the strip light emitter on the camera-left side of the bottle. It's just an RGB coloured emitter (190/106/51). There is a thin plane emitter at the end of the bottle which is lighting the label a bit with a slight reflection. It's just a plain white emitter.
The background material is just a default MW material, with a REF0 colour of 208/161/111. The last thing is an HDRI environment map which is actually the interior orf a car wash (off a stock HDRI disc I own). It's only turned on for reflections, and set very low in the main render. It just adds a few reflections and highlights to add some realism cues.
So, the real trick is fine-tuning positions of things. It is really, really key to first lock down your camera position. I'm not sure how much you all know about photography, but with subjects like glass you *must* lock your camera down and light for that very specific view. If you move the camera or subject even slightly it can mean major re-lighting work. So - pick that first and light to it.
Couple of tips for glass: you have to remember that the glass and contents take on the colour of your background. If you want nice warm beer tones, for example, you have to have a nice warm tone behind the bottle. In this case it is the whole background, but it is often just a card cut into the shape of the bottle and hidden behind it. If you use a full background try to avoid having it extend beyond the crop edges. This allows you to fill the glass but also keep some edges that can be toned differently to bring out the shape. They can be darker or lighter, just different to show the cylindrical shape/curvature. The main thing though is to think about *backlighting* for glass. When you have to also light a label it gets trickier to control your reflectons/highlights, but it's sooooooo much easier with ML
As you can see, I comped a few versions together and did some postwork for colour/contrast (and rotated the whole she-bang).
If there are any specific questions beyond this pls just let me know. Happy to help.
b
Had a request for some info on my last beer pour render, so here is a quick overview and some screens:
Final image:

These are the two main renders (second one for bottle only) and the two versions I pulled out of the bottle shot with ML:




Here are some screens of the setup in Max:




-------------
The lighting rig is actually pretty simple, but positioning of the elements does take a fair bit of time. It is hard to position things accurately for reflections, so I spend a lot of time test rendering to get things locked down. The background is a simple plane and a chopped off sphere. Nothing is square to each other so it looks a bit odd, but it allowed me to create fall-off of light without getting tricky with emitters. I used one mxi emitter for the top plane emitter. It's just a simple square of white with darkened corners to create a softbox sort of look - nothing tricky.
The background is lit with a plane (marked as #2 in the first screen grab). It shares an emitter material with the strip light emitter on the camera-left side of the bottle. It's just an RGB coloured emitter (190/106/51). There is a thin plane emitter at the end of the bottle which is lighting the label a bit with a slight reflection. It's just a plain white emitter.
The background material is just a default MW material, with a REF0 colour of 208/161/111. The last thing is an HDRI environment map which is actually the interior orf a car wash (off a stock HDRI disc I own). It's only turned on for reflections, and set very low in the main render. It just adds a few reflections and highlights to add some realism cues.
So, the real trick is fine-tuning positions of things. It is really, really key to first lock down your camera position. I'm not sure how much you all know about photography, but with subjects like glass you *must* lock your camera down and light for that very specific view. If you move the camera or subject even slightly it can mean major re-lighting work. So - pick that first and light to it.
Couple of tips for glass: you have to remember that the glass and contents take on the colour of your background. If you want nice warm beer tones, for example, you have to have a nice warm tone behind the bottle. In this case it is the whole background, but it is often just a card cut into the shape of the bottle and hidden behind it. If you use a full background try to avoid having it extend beyond the crop edges. This allows you to fill the glass but also keep some edges that can be toned differently to bring out the shape. They can be darker or lighter, just different to show the cylindrical shape/curvature. The main thing though is to think about *backlighting* for glass. When you have to also light a label it gets trickier to control your reflectons/highlights, but it's sooooooo much easier with ML

As you can see, I comped a few versions together and did some postwork for colour/contrast (and rotated the whole she-bang).
If there are any specific questions beyond this pls just let me know. Happy to help.
b
Brett Simms
http://www.heavyartillery.com
http://www.heavyartillery.com