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User avatar
By polynurb
#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.. :D

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:

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first SSS test with ML:

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testing reflector materials:

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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...
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details:
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renders: (i think we know about the black spots by now.. so if you find any .. just don't look at them :wink: )
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 :oops: )
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red bulb:
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green bulb:
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blue bulb:
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R+G:
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G+B:
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R+B:
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rgb: ( I wasn't too happy with my choice of color for the bulbs (R+G+B=white :roll: , so i did some post in ps further down)
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false color1:
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false color2:
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some more ambient renders, which actually cleared really fast, when the emitting plane was not too small (less caustics):

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User avatar
By Hervé
#277182
Very cool lamp and render.. 8) sss power..
User avatar
By polynurb
#277183
Thaks Hervé !

..the lamp is about 1000€... in austrian slang when you can't afford/get something we say "des kannst da zeichnen"... which roughly translates into:

"that one you can render for yourself"


:D
User avatar
By KurtS
#277186
thats a great model! Very nice renderings and tests!
By alexxx_95
#277188
whooo ... very nice... I found it's always difficult to achieve a good photo or render of lamp or furniture, in a minimal architecture style like this...( in my opinion)

But these one are very very realistic... maybee it need work on the camera angle and contraste... to put in value a little more the product and detached it of the background.

this resine floor works very fine for this kind of scene.

Can't wait to see your final render ...

very very good and impressive work , modeled and render.... congrat it's a photo for me ;)

alex
User avatar
By polynurb
#277193
Thanks everyone for your comments!
i really appreciate your feedback.. and your renders :D

@alexxx_95
I don't think i will be working much more on this model, I ran out of ideas how to improve it.. but thanks for you suggestions- i think you are right about the contrast in some of the images, .. in the end it was just a test, and not a product shot, but at some point i will use it in an interior scene.. that will be the next step.

cheers,

:p


..:oops: forgot to post this apng:

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longer Xvid animation with all colors:
http://www.mediafire.com/?tj9m22i9ejm
User avatar
By hyltom
#277195
This is very very nice!
Your clear plastic is awesome, the best one i have seen i think. And the floor looks great too. From all the image, the last one is certainly the best in my opinion, simply perfect!

Edit: The first one is really good too. This two image look like some photo! 8)
Last edited by hyltom on Thu Jul 31, 2008 4:41 pm, edited 1 time in total.
User avatar
By polynurb
#277200
hyltom wrote: Your clear plastic is awesome, the best one i have seen i think.
:oops: ...thank you Hyltom... if you really think so please give it a try:
(some of the renders used 1.3 nd on the SSS not 1.4 as in the mxm, but i don't think it really matters, .. anyway i found out that plexi actually has 1.5 nd but i don't know about other translucent plastics.. )

http://www.mediafire.com/?nlxikdbekhw

it is not so much special.. i used the PU preset with a BDSF.
(credits to Maximus3d for the subtle scratchmap)

@JCAddy

thanks JCAddy! ... the floor ist a MXM contest winner from stekanio.
mxm gallery:
http://mxmgallery.maxwellrender.com/sea ... =1&id=3115
User avatar
By polynurb
#277214
Cheers Guys!..you are very kind :)

@Mihai

the lighting is very simple with a single 150w Emitter plane.. what took me a while was matching the reflection of the emitter (which was angled towards the floor) with the rectangular image frame.. just waiting for realtime reflections...

@devista

sure .. no problem, this community is great..! i learned so much of others here.. i really don't mind sharing my stuff.
User avatar
By hyltom
#277248
polynurb wrote:what took me a while was matching the reflection of the emitter
Do you know this script :
Code: Select all
! _-Runscript (
Sub ReflectCameraRay

Dim arrPivot, strSrf, arrParam, arrNorm
Dim strRay, strRefl

strSrf=Rhino.GetObject("Select the target surface", 8, True, True)
If IsNull(strSrf) Then
  Exit Sub
    End If

        arrPivot=Rhino.GetPointOnSurface(StrSrf, "Select reflection point on the target surface")
        If IsArray(arrPivot) Then
            arrParam = Rhino.SurfaceClosestPoint(strSrf, arrPivot)
            arrNorm= Rhino.SurfaceNormal(strSrf, arrParam)
            arrCam=Rhino.ViewCamera
            strRay=Rhino.addLine (arrCam, arrPivot)
            StrRefl=Rhino.RotateObject (StrRay,arrPivot,180,  arrNorm, True)
            Rhino.DeleteObject(strRay)
           
              Else
            Exit Sub
        End If
       
End Sub
ReflectCameraRay
)
If not, it can help you to control the reflection.
The script is not done by me....but i don't remember where i found it...maybe it's from Micha

After you use the first script, then you need this one to create the light rectangle perpendicular to the line created by the first script.
Code: Select all
! _CPlane _Curve _pause _pause 
 _Rectangle _C
 0,0,0 _Pause 
 _CPlane _Previous
I hope all this will help you, if you don't really understand how they work, don't hesitate to PM me.

So, is this a known issue?