View Full Version : Propel CG render, Emilio Hernandez (3D)
06-01-2007, 06:34 PM
Title: Propel CG render
Name: Emilio Hernandez
This 3d model and rendering was created for a tv commercial to match the real filmed bottle (the one at the left) to do a morphing between the bottles. We matched the lighting and reflections to achieve the right effect.
06-02-2007, 01:47 AM
Looks great !! I'd like to see the add !
06-02-2007, 04:19 AM
I will put a link to the commercial but only the final morphing effect. The commercial was filmed as usual with no aditional fx. The morph it is just a simple regular morph, but the idea was to decieve the eye not knowing that one of the bottles is CGI.
06-02-2007, 11:22 PM
You did a great job on matching lighting and especially reflections. The only thing to nitpick would be that the cg bottle is sharper than the real one. Maybe a bit of blur and grain on it and it would be perfect.
06-03-2007, 01:40 AM
Yeah I know, that was made afterwards at the online of the tv spot. We wanted that the CG was more sharper than the original so we can add grain and defocus later at the morphing stage to match the grain of the filmed bottle running.
Thanks for your comments I really appreciate them.
06-08-2007, 07:56 AM
nice rendering! would love to know ur shader properties for the plastic bottle. If you don't mind showing it.
06-16-2007, 03:43 AM
Thank you Ken and I donīt mind sharing. First of all I need to say that the shader tree of XSI is just trully amazing. It is one of the features of the software I love despite of course that mental ray has been native since it's beggining with softimage.
There is no real trick. It is a simple phong shader with transparency settings to .92 with a very little of blue tint. That makes the refractions more than reflections become a deep blue. The specular is also a high setting making the specular very sharp and bright and the ambient of the phong shader was setted at a very low level near black to give a high contrast.
The rest more than making a complicated shader tree is illumination.
We set the whole scene replicating the lights and bounces as you will do it the real thing.
We have a strong backlight that lits the bottle and by incresing the ray depth without scanline enabled it will give you a very real effect. Also we used a not so strong lighting almost 180 degrees from the backlight and another front light less intense to cover the other side of the bottle and give more refractions.
We used three constant almost white rectangles placed at the sides of the bottle to give it some studio like reflections. One white constant background.
That was the overall settings. Of course a lot of tweaking to match the real bottle with this elements. But most of all is setting your scene like you will do the real filmed product shot.
Hope this helps.
06-16-2007, 08:20 AM
Cool! Thanks for taking your time to reply. I'll try it with ur settings. Btw, is the above image tweaked in post(contrast & levels)? Or is that the raw final render off XSI?
06-16-2007, 07:12 PM
Of course every still needs a little of retouching to get the final desired effect.
But in this case most of the job was done within XSI. We just used Combustion to retouch a little the shadows and highlights. Just to make them a little more intense to achieve the overall contrast. But if I need to assign a percentage of the job 99% was done with XSI.
I personally think that if you can achieve a very good RAW render afterwards you can play with it a lot more in software like Combustion which besides we use it for morphing and compositing with real footage I like the color correction more than photoshop even for stills and specially for those that are going to be used against real footage.
Thank you very much for your interest in this image.
I will post next week more jobs of product shots composed against real footage used for TV commercials.
06-16-2007, 07:12 PM
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