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| Workshop - Sandbox In this forum, you can create a thread related to all your tests you do in your creative days. It can include 3D modeling (digital and traditional), drawings, sketches, anatomy studies, photos tests, animation, rendering tests, shaders tests, traditional painting, etc. |
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| | #21 (permalink) |
| proud to be a nurb ![]() | Thanks Syuichi. The main thing i was unhappy about in the render is the spotty floor, which is due to my inexperience with Brazil's GI. This engine is 100% hands-on, no auto-settings or majic button. Of course the pro studios appreciate that setup to get maximum tweaking. But for common folk such as myself, it's a bit overwhelming. But now i figured out how to get rid of the GI "splotches" and future renders will be much cleaner and better... ![]() shorty |
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| | #24 (permalink) | |
| Doodlin' Dude ![]() | Quote:
I went to the Rhino site. I went to the Splutterfish site. Maybe I can't see it, but I found no mention of a Brazil rendering engine for Rhino. Where should I look? | |
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| | #26 (permalink) |
| Respect the Dawg! ![]() | I don't think it's quite ready for prime time...it's beta it took me a while to find info too http://www.rhino3d.com/brazil/ http://splutterfish.com/forums/showthread.php?t=21054 |
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| | #28 (permalink) |
| proud to be a nurb ![]() | Hi Nate. Brazil for Rhino is still in beta, so there's a bunch of features not hooked up yet. But once released, the Rhino version is expected to do everything which the Max version does. The best place to get information is on McNeel's Brazil Wiki page found here: http://en.wiki.mcneel.com/default.as...razilHome.html jb |
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| | #29 (permalink) |
| proud to be a nurb ![]() | Hi all. I've been hooked on Brazil for about 8 weeks now. And it's one amazing render engine. But it's so complex, and it has a steep learning curve. But well worth the effort, as now i understand much more about rendering. And I'm discovering how amazingly easy it is to achieve good results in Modo. So this morning i had a few minutes of spare time to break out an old Modo project and do a new render... And yes, i know that bamboo has more of a "dotted" endgrain. But this is CG after all. I can excuse myself under the claim of "artistic license" ![]() shorty |
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| | #31 (permalink) | |
| proud to be a nurb ![]() | Quote:
) where the fabric has a little notch cut right about the middle of the woman's chest. As you can see, it's designed for a much "higher purpose" than a toilet paper holder . Inside of the bamboo is a tiny metal bushing which holds the metal arms, and allows a stiff rotation of about 20 degrees. Just enough to slip a piece of fabric through the split... This model was the one which i "cut my teeth" on Modo's texture and painting tools...jb | |
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| | #35 (permalink) |
| proud to be a nurb ![]() | On this model, the shader is just straight forward with no tricks applied. It looks like this:
jonah Last edited by jbshorty : 22nd March 2008 at 03:18. |
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| | #37 (permalink) |
| proud to be a nurb ![]() | Just doodling in Rhino. Modeled this in about 10 minutes. Meshed in MoI. Rendered in Modo. Was a good excuse to play with some weird combinations of effects. The HDRI was coloring my scene too orange. I wanted a colder environment, so used a pale blue constant layer in "multiply" mode on top of the HDRI. The floor is slightly luminous, with blurry reflections. Not sure why it's blowing out on the near regions of the image. I have to work on that For the white plastic, I used a combination of SSS and a touch of luminosity. Weird combination i know. But it worked well enough. The black plastic has a slight dark grey to black angle gradient. Metal is pretty straight forward as I've described before...jonah |
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