View Full Version : Metallic Camera...?!
phix314 10-17-2008, 09:24 PM Having a bit more trouble than I thought I would with this here camera. Modeled in Rhino, think it's pretty darn accurate, but the materials are giving me a headache.
Rendered in Maya 8.5, MR
http://i126.photobucket.com/albums/p104/roaphotosharing/Maya/sd1k.jpg
The splotchiness on the front is probably a FG/interpolation setting, but I dunno. Any thoughts on how I can improve this?
http://images.google.com/images?hl=en&q=canon+sd1000&btnG=Search+Images&gbv=2
Some of those have a black front, this is (obviously) not that one.
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BenDstraw
10-18-2008, 08:02 AM
it looks like your problem is in the shader itself.
it looks like its reflecting a noise map for some reason?
check your shaders maybe?
phix314
10-18-2008, 04:28 PM
Nope. No noise maps.
I have 3 nodes in the hypershade. 2 mia, one lambert.
phix314
10-18-2008, 05:41 PM
So here at school we have 2008 and the fancy shmancy mia_x. I'm getting good results with this, but it would seem that whatever material canon used for this is going to force me to break the color and reflections into a separate pass to get even close. I'm okay with that though.
phix314
10-21-2008, 10:33 PM
I've done some tweaking, and I think this is about good... maybe another pass or two with slightly different reflective settings, but this is satisfactory for me. I know the flash is bad, just a matter of material changes.
http://i126.photobucket.com/albums/p104/roaphotosharing/Maya/render2_jpg.jpg
...and of course the text and whatnot. :)
As for the odd artifacts, its a FG matter with the "softboxes" I have, which are rectangles with a square ramp to simulate the slight falloff with large flashes. More tweaks there. :(
mister3d
10-21-2008, 10:45 PM
Looks much better! If you could also catch some more reflections on facets of circular elements of zoom towards us, it would underline the form of it imo.
phix314
10-22-2008, 12:02 AM
Right. I noticed that too. Just a matter of keeping some planes in the right spot. Thanks! :)
phix314
10-23-2008, 07:41 AM
So it looks like I have a touch more work to do.
I have the T2S Shader on a lens element, but its way too strong. Have to figure out something there... play with some setting and the geo inside the lens.
The FG is close, but not 100%. On something like this (small object, almost real size in Maya slightly larger), would it be best to do high accuracy, low point density? Or vice versa? Note the artifacting on the rear side.
Still a bit more texture tweaking to do, but darn close.
Any tips on making a glossy, sorta reflective surface for the ground plane? All attempts have resulted in a gray, glossy reflective material. Need pure white.
http://i126.photobucket.com/albums/p104/roaphotosharing/Maya/canondouble-1.jpg
phix314
10-28-2008, 07:12 PM
Few things since then solved.. for those working on something similar...
My FG settings are accuracy - 2500, point density 2.2. This seems to keep all artifacting out.
Angle Tolerance on high for the Nurbs Approximation.
I had black spots appear on the lens when rendered with the T2S Illumination shader, which is a shame considering it's surface film effects, so after finding the black spot remover decided it was just better to do it in post, if at all. Replaced it with plain glass.
The bottom half of my lens shade was looking different than the top, turns out the normals were flipped.
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