Comments: 23
aroche [2011-05-04 03:41:23 +0000 UTC]
This is awesome
๐: 0 โฉ: 1
gdpr-12065578 [2011-04-19 13:13:13 +0000 UTC]
ohhh WOW never thought this could come out of Blender's internal.....
Maybe you could explain how you setup the scene (or even write a little tut about it) would be great for learning about getting realistic results with the internal.
*lol* still locking at it almost speechless
๐: 0 โฉ: 1
iKPACH In reply to gdpr-12065578 [2011-04-23 02:20:40 +0000 UTC]
Sure, I'll try and sum it up with what I remember in a few bullet points (I don't have a website to post this, and I figure others might want to know to, so I'll just post it right here ).
- To start off, I spent a good 5-10 minutes looking at the picture trying to get a feel for what I needed to include, how I would go about it and what was outside of the view of the camera that would effect the image.
- From there I placed the basic shape of what I wanted the room to look like (based on the photo) and began adding the larger details that were essential for the lighting (which, for some weird reason I did before the bulk of the modeling and texturing).
- Then I added some area lamps from various angles outside of the window (which actually has no glass panels) and enabled environment lighting (sky color), ambient occlusion (I think on add 1.00) and indirect lighting (approximate).
NOTE: I fiddled with the lighting quite a bit throughout the project.
- After that I went into Photoshop and created a simple texture for the picture-things and applied these to the shapes (each of which is covered by a glass pane (I had issues with some rendering glitches here, so the materials are different on the left and right hand sides).
- From there I just kept applying materials to the different objects (relying VERY heavily on mirrors rather than the spec setting. I think only the frame and the paper of the posters uses specularity).
- After this I just made some random shape in a different layer and threw it in the box for good measure.
NOTE: for the final render I amped the passes on all of the mirror materials and lighting settings (keeping the metal one low because I thought it looked cool) and finished.
Photoshop portion:
- At this point the render actually looked fairly crappy: no color, no bloom and fairly boring lighting, so I did a LOT in this part.
- At first I just painted in some more dramatic lighting and applied the slight bloom on the window.
- Then I added color with a gradient layer on Color Burn (I think) and lowered the transparency.
- The box originally was almost pitch black on this side because I couldn't get the lighting to look natural, so I very carefully selected the box and upped the lightness until I was satisfied and that was it
I'll add some pictures of the settings so you can get a feel for what the actual settings were.
Sorry for the incredibly long post and if I had any type-os
๐: 0 โฉ: 1
gdpr-12065578 In reply to iKPACH [2011-04-24 10:06:11 +0000 UTC]
Great, a big "Thank you" for the tutorial
๐: 0 โฉ: 0
Dungeoneer [2011-04-19 11:56:38 +0000 UTC]
EXCELLENT work; esp with the restricted tool set!
I think it's coherent, thus sort-of "perfect", in terms of its own, specific, high-quality, level of detail.
Maybe it would be rewarding playing with a (ยตm)-heightfield to "knock" some ripples into the floor texture. But just very minute ones; the overall (RL-) style is very clean and sort-of "plain".Some, also tiny, bumps or clouds for the metal of the hand rails would maybe be worthing a try.
Btw - Blender 2.49 or 2.5.x ?
Reason I ask is it would be a nice scene for some RSL shaders, so the Blender 2.49 RiB export feature would be handy for fine-tuning this. (I don't know about the state of Blender 2.5..x Renderman plugin plans)
๐: 0 โฉ: 1
Dungeoneer In reply to iKPACH [2011-04-23 10:16:02 +0000 UTC]
RSL = "RenderMan Shading Language". It's one (there are plenty) standard for render input used e.g. be PRMan from PIXAR, 3Deligt, aqsis, pixie an others.
RiB = "RenderMan Interface Bytestream" - the geometry and "job" input format for dto. Ascii, thus sort-of "human-readable", but most frequently used for exports from 3rd party modeling tools.
For the meaning of "heightfield" (aka "heightmap") pls consult wikipedia.
About the "ripples" - it'd be advible to implement this in a
- "Surface"
- or a "Displacement"
Shader, thus by the "texture" not the by object geometry.
๐: 0 โฉ: 1
Chuvymust [2011-04-19 03:45:55 +0000 UTC]
Simple, Future, Simple
๐: 0 โฉ: 1
ZombieJamboree [2011-04-18 00:52:49 +0000 UTC]
Very nice. I actually created a 3d model off of that exact same photo for one of my modeling classes in college. I was using Maya at the time and wasn't fully pleased with the results so I scrapped it. Seeing this great render makes me want to try in in Blender now.
The only thing I see wrong with the render is the complete lack of color, it's as if it's a black and white photograph or something. Some subtle blues would really help liven it up a bit. It's almost too sterile without some color.
๐: 0 โฉ: 1
Zeldabeast031 [2011-04-17 15:59:54 +0000 UTC]
k..this is amazing. i thought it was a photograph. The lighting and reflections are extreamly well done
๐: 0 โฉ: 1