View Full Version : First ever post. Be kind.
izzyabo 09-04-2003, 11:05 AM Hi, I've been a silent observer for the past 6 months. I wish to congratulate all the experts for helping us noobs along. I only purchased C4D last week and so this is the first thing I've attempted on my own. The modeling (not much I admit) is my own, but the original is by Janine Pauke and can be found at http://www.3dfluff.com/janine/pics/rings-collage.jpg.
|
|
neilyb
09-04-2003, 11:09 AM
So where is your version?
flyingP
09-04-2003, 11:14 AM
??????
izzyabo
09-04-2003, 11:29 AM
Here it is (I hope).
http://www.mediastation.org.uk/3d/ring.htm
neilyb
09-04-2003, 11:35 AM
Good start!
But it's missing the details which make it realistic....airbibbles in the glass. You will also need an enviroment as currently the reflections are non existant!
izzyabo
09-04-2003, 11:43 AM
Believe it or not but there are air bubbles in the glass? plastic? stand but the render didn't come out anywhere near what I expected. It was also 45% transparent not that you could guess from the results. About the enviroment suggestion do you mean putting a scene picture on the inside of a sphere surrounding the scene? If so I'll try that, thanks for the imput.
neilyb
09-04-2003, 11:50 AM
The airbubbles will be harder than you think, unless you have booleaned them out of the glass you could try a material with alot of fresnel (ie, place fresnel in the Luminosity channel and play with the brightness) this will make them show up. Maybe the glass needs to be more transparent, like glass!
izzyabo
09-04-2003, 11:55 AM
Thanks for the suggestions. I'll try them out later after work and post the results.
brammelo
09-04-2003, 01:02 PM
The air bubbles are actually quite easy. Just place (deformed) spheres inside the cilinder, apply the same transparent material, and banzaï !
B.T.W.: you cannot "boolean them out", because there's no intersection between the cilinder's surface and the bubbles.
Cheers,
BaRa
neilyb
09-04-2003, 02:46 PM
Ahhhhhh....never tried it. But....I once made a pumpkin hollow buy booleaning a smaller version of the outer......that worked!
brammelo
09-04-2003, 02:56 PM
Originally posted by neilyb
Ahhhhhh....never tried it. But....I once made a pumpkin hollow buy booleaning a smaller version of the outer......that worked!
Yes, but there were intersections between the outer surface of the pumpkin and the geometry you used to create the hollow part. Otherwise it would never have worked. And in the cilinder's case, there are no such intersections.
Kind regards,
BaRa
LucentDreams
09-04-2003, 07:22 PM
my question is are you using lights? this scene has no lights in it, janine lit it using HDRI only, and the reflections in the center row of the rings is ablurred reflection too. Hope that hleps a bit.
neilyb
09-04-2003, 08:12 PM
Sorry to get off topic, but here is an example of a boolean inside an object. There are no overlapping edges. The second object is an editable version of the one above. Notice the normals of the inside faces point inward....this is a solid object with a hole in the middle. (or if not a hole then as close as you can come!)
http://www.neilyb.de/boole.jpg
Not sure if it is worth making holes as opposed to makig a nice shader though?
LucentDreams
09-04-2003, 08:26 PM
neily is right objects do not have to intersect to boolean, and it allows for some very impressive effects too.
LucentDreams
09-04-2003, 08:58 PM
http://cgi.third-era.com/~kaiskai/misc/boolean.jpg
left with boolean, right without.
brammelo
09-04-2003, 10:58 PM
O.K., let me rephrase it. Boolean, in substract mode, substracts objects. It is especially interesting for situations where you want to cut parts out of a surface of an object. In that case, you really see new geometry emerging.
When the surfaces do not intersect, when one object is placed inside another one, you see no difference between after or before the boolean operation. I do know that the normals face another direction after the boolean operation, which is important when you would be using buffy, but that's about the only difference you would have. So there's no practical difference between boolean and just placing spheres (perhaps with either inverted normals or inverted buffy). And yes Kaiskai, you can indeed make beautifull effects :)
So for a novice, I would say: just put the spheres inside the cilinder. Makes a fast solution. No need to make it complicated ;)
Cheers,
BaRa
LucentDreams
09-05-2003, 04:39 AM
err BaRa, look at my post again, you can clearly see the difference between the left and right objects. THey are similar, but different particularily in how the refect (refreactions will appear almost identical, buffy is one example of how it would also affect a shader, translucent would be anothe rshader affected. Normals are very important. No it is true that you could simply reverse nomrals of an object and then place it inside the other object to achieve the same affect.
CGTalk Moderation
01-16-2006, 01:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.