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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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| | #41 (permalink) | |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
| Quote:
**n-gon export via LWO **weld edges is "unchecked" **angle of 6 degrees (sometimes as low as 4 degrees) **divide larger than 0.5 (curved surfaces) **avoid smaller than 0.2 (sometimes 0.1) jonah | |
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| | #42 (permalink) |
| What do you want me to create? ![]() Join Date: Nov 2003 Location: nébuleuse :)
Posts: 6,101
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__________________ "Est beau ce qui plaît sans concept" Speedy Galerie ![]() Galerie Polyloop Album Polyloop |
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| | #43 (permalink) | |
| I'm Batman (in 3D) ![]() Join Date: Jul 2005 Location: Over the road, round the corner, out of the noise. (Scotland)
Posts: 861
| Quote:
__________________ Regards Tony (aka HamSoles) | |
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| | #46 (permalink) |
| I'm Batman (in 3D) ![]() Join Date: Jul 2005 Location: Over the road, round the corner, out of the noise. (Scotland)
Posts: 861
| Yep, been playing the past few weeks with the trial. Bought 301 the day before 302 came out ![]() Working my way through Andy Brown's camera tutorial at the moment. Have to say I really like working in this tool. I love that loopslice command
__________________ Regards Tony (aka HamSoles) |
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| | #47 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
| Modo does have some great tools for box modeling. Edge modeling still needs some work though... About exporting from MoI, of course the settings mentioned can't be applied universally to all objects. But my practice is basically done in this order:
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| | #48 (permalink) | |
| I'm Batman (in 3D) ![]() Join Date: Jul 2005 Location: Over the road, round the corner, out of the noise. (Scotland)
Posts: 861
| Quote:
__________________ Regards Tony (aka HamSoles) | |
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| | #49 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
|
Hi all. Just goofing around with Rhino's core render engine. Rhino does not have a built-in cel shader. But it can use environment maps ("mirror-ball" reflection maps) to fake all sorts of materials. So here is an example of my home-made cel shading map, shown with and without wireframes. This was one of my first Hexagon models, made a couple of years ago. I imported to Rhino as a TSpline. You can see where T-Splines automatically removed any unnecessary edges, leaving "T-junctions" and without changing the shape (unlike removing a subd edge). Back to the Rhino core engine, i can't get a reflection on the floor because the core engine does not do raytraced reflections. But it can draw shadows, which are evident from the one area light which i placed in the scene. Not sure what's going on with Toucan (the Rhino core engine). The in-house builds of Toucan is a fully fueatured raytracer with all of the bells and whistles:
jonah |
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| | #50 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
|
More examples of materials which can be "faked" by using reflection maps. All maps made by myself, using Modo and Photoshop, except for the "black rubber". That little beauty was created by Hyltom (another Rhino user). For the toon maps, i took inspiration from Hexagon's maps. But they are slightly different in proportion and color banding than the Hex maps... jonah |
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| | #52 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
| Thanks Rickei… Just this morning I figured out how to get raytraced reflections from the Rhino core engine. It’s possible now because the new RDK exposes the reflectivity channel (which was hidden in the default Rhino material editor). So having the RDK installed, then I realized I could use the RDK’s Texture Editor and set reflective values. So here’s a few more tests. I only used area lights for these images. And there is no irradiance caching, so they were dog slow. About 15 minutes for the spheres and spherical dingleberries,and about 20 minutes for the grasshoppers. If I used Brazil with IC, it probably would have taken about 2 minutes. And if I used other light types, for sure it would have been faster. But area lights look so much nicer. And this is only for fun... ![]() jonah |
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| | #53 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
|
another test render, using the Rhino basic core engine and the RDK's refraction setting. Rendered only with 2 point lights. And i used the new "custom curve" applied to a gradient on the red/yellow glasshopper... jonah |
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| | #54 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
|
Had a little more time to play around with this buckle scene. Now i got the plastic materials to look as they should. So I'm happy about that. The tile floor is procedural of course, one area where Modo is seriously underpowered. Hopefully the SDK will be ready for 401 and we can have some good plugin shaders for modo.... Eric? Mark? Julian?... Are you out there? jonah |
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| | #55 (permalink) | |
| I'm Batman (in 3D) ![]() Join Date: Jul 2005 Location: Over the road, round the corner, out of the noise. (Scotland)
Posts: 861
| Quote:
__________________ Regards Tony (aka HamSoles) | |
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| | #56 (permalink) |
| citoyen ![]() Join Date: Apr 2006 Location: north of alps
Posts: 226
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Thanks to each of you - this is very interesting to learn about the visible possibilities of different cartoon renderings. I have liked the Toons Plus I got for Carrara, but these are more refinements indeed. Regards, Clive |
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| | #57 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
|
A few months ago, Rhino's displacement plugin and Brazil beta became incompatible. But today Andy released the updated displacement plugin So i just made a little test using displacment, sss, and toon outlines...jonah |
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| | #58 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
|
Hi. 2 new test images from today. I'm working on a project for an architectural landscaper, and they needed a render of ivy growing on a wire fence. I can't disclose the project details, but these are my "proof of concept" renders for a small portion of the final image. The fences were modeled as a mesh in Rhino 4. The ivy was created using Ivy Generator (first time using it!). And rendered in Modo... ![]() jonah |
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| | #59 (permalink) |
| I'm Batman (in 3D) ![]() Join Date: Jul 2005 Location: Over the road, round the corner, out of the noise. (Scotland)
Posts: 861
|
Nice job - I hope the client is pleased! what do you think of the Ivy Generator? Not something I've tried.
__________________ Regards Tony (aka HamSoles) |
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| | #60 (permalink) |
| subhuman infection ![]() Join Date: Jul 2006 Location: in a dirty sock
Posts: 1,552
|
Thanks. Will have to wait for their comment now... Actually the Ivy Generator seems to work OK, but the lack of good documentation makes it difficult to get what you need the first time you use it. And considering i needed to learn it on the spot, I was really missing some good info about it! But oh well, i got through the old fashioned way... One minor detail when i brought the ivy into Modo is there was no texture applied for the leaf alpha. So i had to add that in... I think next time I will try using the MergeOBJ utility that Michael Gibson wrote, so i can merge all of my plant files into one OBJ. Because Ivy Generator only lets you create and export one ivy at a time...jonah |
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