- Thu Jul 31, 2008 2:35 pm
#277181
Hi All,
...as usual things take longer than you want them too....
i started to use this lamp design as a SSS test object some time ago, as posted in this thread, and finally I found some time to add more details to the model.
This lamp can actually change color and project different "moods", i don't know how that mechanism works, but the bulbs are 3x 100w halogen (white).
I was away for a few days and could not resist to render out some high SL renders in the meantime to really see deep down the new SSS pipeline..
I was curious to find out up to what level of complexity the new SSS is usable or to put in other words .. becomes noise free.
the renders i did certainly involve some "donts" if thinking from an optimizing point of view.. on the other hand with this kind of clear plastic design there is no way around light scattering through several layers of material and back again.
btw.. I avoided (at least i did my best to) any SSS impossibilities like enclosing or intersecting, all closed volumes have distances / gaps / openings .
..after all this WIP doesn't have a very good dramaturgy, as i post all images at once ... hope you don't mind the multilight spamming..
reference images:



first SSS test with ML:



testing reflector materials:

modelling the details wasn't too easy after all, cause the images i found online are all about 300x300 pix, so a lot of the parts are a guessed reconstruction...


details:

renders: (i think we know about the black spots by now.. so if you find any .. just don't look at them
)
I ended up using Hyltom's Brushed steel as a basis for the reflector material and stekanio's resin floor, which are great materials, thanks for sharing them!
ambient: (single emitter plane / the mapping error in the bottom lightcone is due to strange rhino block behavior... saw it too late
)

red bulb:

green bulb:

blue bulb:

R+G:

G+B:

R+B:

rgb: ( I wasn't too happy with my choice of color for the bulbs (R+G+B=white
, so i did some post in ps further down)

false color1:

false color2:

some more ambient renders, which actually cleared really fast, when the emitting plane was not too small (less caustics):


...as usual things take longer than you want them too....
i started to use this lamp design as a SSS test object some time ago, as posted in this thread, and finally I found some time to add more details to the model.
This lamp can actually change color and project different "moods", i don't know how that mechanism works, but the bulbs are 3x 100w halogen (white).
I was away for a few days and could not resist to render out some high SL renders in the meantime to really see deep down the new SSS pipeline..
I was curious to find out up to what level of complexity the new SSS is usable or to put in other words .. becomes noise free.
the renders i did certainly involve some "donts" if thinking from an optimizing point of view.. on the other hand with this kind of clear plastic design there is no way around light scattering through several layers of material and back again.
btw.. I avoided (at least i did my best to) any SSS impossibilities like enclosing or intersecting, all closed volumes have distances / gaps / openings .
..after all this WIP doesn't have a very good dramaturgy, as i post all images at once ... hope you don't mind the multilight spamming..
reference images:



first SSS test with ML:



testing reflector materials:

modelling the details wasn't too easy after all, cause the images i found online are all about 300x300 pix, so a lot of the parts are a guessed reconstruction...


details:

renders: (i think we know about the black spots by now.. so if you find any .. just don't look at them
I ended up using Hyltom's Brushed steel as a basis for the reflector material and stekanio's resin floor, which are great materials, thanks for sharing them!
ambient: (single emitter plane / the mapping error in the bottom lightcone is due to strange rhino block behavior... saw it too late

red bulb:

green bulb:

blue bulb:

R+G:

G+B:

R+B:

rgb: ( I wasn't too happy with my choice of color for the bulbs (R+G+B=white

false color1:

false color2:

some more ambient renders, which actually cleared really fast, when the emitting plane was not too small (less caustics):


workstation: EVGA SR-2 / dual x5650@3.5Ghz / quadro 4000


