View Full Version : Teapot Render
tjnyc 12-01-2004, 05:30 PM http://www.telescript.com/images/tony/teapot.jpg
Straight out of studio no comp, just a little crop. I really like the quality of the material and lights that studio produces, less plastic looking and more real. I used soft reflection on the floor and RayDistance Node to fade the reflection between two nulls for min/max. The only problem I had with the renderer was creasing at star/5-point areas of the mesh. You can't see it since I shined the light away from the problem along the handle, but even with pre-generated creasing is still an issue.
Cheers,
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chikega
12-01-2004, 05:54 PM
Very nice rendering Tony! Looks like you've had some real world photography experience to set up a scene like that (white reflectors, etc...). Very cool advertising look about it. Extremely clean render. It'd be cool to see another version with some slight imperfections, water stains (grunge mapping).
Concerning the handle, are you sure it's been Metanurbed? I just notice some faceting on the underside of the handle. :)
tjnyc
12-01-2004, 06:07 PM
Thanks Gary. You're right, it is MetaNurbed, but I should try it at a higher level instead of the default 2.
Cheers,
PaulNewman
12-01-2004, 06:15 PM
Very nice render - well done!! Personally, I'm relieved it's not the Max teapot. This teapot has character. Perhaps now messiah has a teapot mascot?
How was the scene set up in terms of reflections? Did you use HDRI or did you use objects in the scene?
ThomasHelzle
12-01-2004, 07:02 PM
Fantastic rendering! :thumbsup:
What was your rendertime?
Talking of subdivisions: I always have to remember myself that messiah subdivides not like ZBrush etc. where the subdivision amount grows quadratic. Messiah does it linearly instead so 7 subdivs means each polygon is subdivided 7 times, not 7 iterations... :)
Is the grey stripe at the bottom of the kettle the reflection of the table? If I look longer at the rendering this is a bit odd, since the table should reflect the bright and dark stuff too. But this may be killed by the distance shader?
Cool stuff!
tjnyc
12-01-2004, 07:21 PM
Paul,
No HDRI, would use one if it was an indoor kitchen scene or something, but isn't really needed for a studio-type shot. I used plane with 1.0 luminance as reflectors. One point light for the background with falloff and one spot light for the teapot with falloff.
Thomas,
Thanks for the tip on subD levels. Good guess about the distance shader, that seems to be killing the dark spot right below the teapot. Rendertimes was a little under 5 minutes, for a P4 3GHz HT with 2GB, the soft reflection at 6 took up alot of the rendering time.
Cheers,
chikega
12-01-2004, 08:52 PM
Tony, it would be interesting if you turned those reflectors (or maybe one of them) into an actual Emission object. You may have to crank it above 1.0, since objects acting as light sources seem to have an inverse square fall off. Oh, and make the environment color black. :)
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