LC # 41 VanitaSSS

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  07 July 2015
Nice scene.. and a really nice skull model.. i gave it a try:



UPDATE:
I refined it a bit, mainly some reflection adjustments, stronger SSS on the shell, although at this size they aren't really translucent anymore.. and the red light a bit brighter. Also higher f-stop because the DOF was a bit too strong i think:


Not that much postwork, corrected one texture error on the upper book; contrast/Color Grading/Light Bloom, some sharpening and grain.


Lightning setup in case anyone is interested: All area lights with one ambient light to get some base lightning (no GI used) also added a light fog and an HDR for some reflections from the window area. C4D and Physical Renderer. 3.5h for 4k; not too bad i think.


Last edited by IgnisFerroque : 07 July 2015 at 11:51 AM.
 
  07 July 2015
Ignis. Very nice. Love the little hell raiser touch with the box of laments in the back. 😀
 
  07 July 2015
Something is flunky about the OBJ.
Neither Maya 2016 nor Houdini 14 are able to open/import it.

Could someone who got it working, upload a re-exported version?

Thanks,
--Markus
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Animation is concentration!
 
  07 July 2015
Very nice Ignis! I really like the mood.
 
  07 July 2015
@ragupasta, funkygfx: Thanks!
.. i always wanted to use that box

@everyone with obj problems:
SSSRenderChallengeObjReexported

Exported from the c4d file, maybe this one works better... Blender opens it at least. There's still some odd geometry, i optimized the points but not sure if thats sufficient... give it a try.
 
  07 July 2015
Originally Posted by BaiLong: Houdini 14 are able to open/import it.



It's working for me. Took a few attempts at loading it though. After it loaded, I locked the node and not had anymore issues.
 
  07 July 2015
Second Pass

Okay so here is the second pass of my render. This was a fun challenge and it gave me a chance to dive into Blender a little more.


Here is my lighting setup. Its just a simple 3 light rig.


Lastly I thought I would share the Wax shader that I used.
 
  07 July 2015
Optimized and Cleand Files

@IgnisFerroque: still its not working in maya for me, but I import it in 3dmax and then export it as a .obj from there.

Links of .ma and .obj for those who can not access through posted Obj.

Hope it will work

Maya2014 (.ma)

OBJ
 
  07 July 2015
A little bit more work done.

 
  07 July 2015
I decided to change the lighting I had going. I wanted something more baroque to fit the scene better. Its working alright so far. Most of the materials are where I want them. Just need to refine the wood texture a bit. I don't know what to do with the cloth object, I might just replace it with something else entirely. I feel like the scene needs flowers... but they are just a huge pain in the ass to model and render..

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Eric Harvey
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Keyframe Digital Productions
 
  07 July 2015
Well tried adding a volumetric type effect in Houdini using volume primitives instead of the atmosphere shader method witch is very computationally heavy. Well the volume idea works, however the end product for me is a no go. The setup was a box in direct path of a spotlight, stretching through the geometry on the table. Converting to a volume via an Isooffset node. Then feathering the edges of the volume with a volume feather node. That ran into a volumeVOP where I subtracted some values from the density field (I could do this in a billowysmoke shader, but this way gives immediate viewport updates where the shader does not: Rendering is required). After that the smaller tweaks in density and shadow density was done in the smoke shader.

As I said I don't paticulary like the end result. Would be fine for an outdoor scene, but just doesnt work too well here. The other render without the volumetrics is a lot better, but I still think the scene is missing some sort of atmposhere as it seems a little too neat and flat to me.

Any suggestions towards this would be greatly appreciated.


 
  07 July 2015
Need tips on UV mapping workflow

Nice challenge. Already nice entries being posted. I want to jump in but have a few questions. How does one go about UV'ing high poly meshes like the skull? It would be great if anyone could share their workflow. I use maya but a generic workflow will suffice and I could apply the principles here.
 
  07 July 2015
Unless you are going to use photo/painted texture maps, you don't really need to uv it. If you use the hypershade and create a shader using the nodes already built into Maya, it will work just fine.
In my render the only uv mapping is the tapestry on the wall, and the table top, book cover and greek urn. All are basic planar and cylidrical mapping using a uv projection tools. I havn't actually hand mapped anything.

I don't use Maya so I don't really know the workflow too well. Others who use it may give you better advice than I can.
 
  07 July 2015
Eric-Harvey: Care to share your workflow on the shell shader? Looks very realistic.
 
  07 July 2015
Originally Posted by ragupasta: Eric-Harvey: Care to share your workflow on the shell shader? Looks very realistic.


Sure. For starters I am using Maya and Vray so obviously this will somewhat be specific to those programs. First I gave it a very quick and dirty cylindrical unwrap so I could get some texture detail on it. I grabbed a map of orange/beige marble from CG textures (This one ). Then I used a Vray fastSSS shader. In terms of the shader settings I use the marble map in the diffuse and the sub surface colour map. I gave it a fair bit of specularity and glossiness (.95 and .80) and turned on raytraced reflections. It took some re-rendering and tweaking values to get there, but that's pretty much it.
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Eric Harvey
Technical Director
Keyframe Digital Productions
 
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