Stuff on the Floor

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Stuff on the Floor // Work in Progress

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Post by rchappell // Feb 22, 2006, 11:33am

rchappell
Total Posts: 114
I gathered together some objects for a simple light study. Please give me some pointers and tips as I am not too experienced with lighting and related techniques.

Post by hemulin // Feb 22, 2006, 11:45am

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Very good, however i think the wire (the blue one) could do with its reflectance and lum turning down and the trumpet needs to be more shiny and less mottled.
Other than that you're off to a really good start, well done.:jumpy:

Post by rchappell // Feb 22, 2006, 12:06pm

rchappell
Total Posts: 114
Thanks hemulin and I see what you mean. I have made some subtle changes and perhaps I am getting a bit closer.

Post by hemulin // Feb 22, 2006, 12:09pm

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Much better with the wire; is that trumpet meant to be an old one, if it is the effect is just right, if its not it needs to be really shiny and have no marks on it. Good work

Post by stoker // Feb 22, 2006, 12:17pm

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Total Posts: 506
Good work Rchappel. I do think the trumpet needs to be more shiny as Hemulin said, Apart from that I like the image alot:D

Post by rchappell // Feb 22, 2006, 12:19pm

rchappell
Total Posts: 114
Thanks again Hemulin. The trumpet is the main reason why I wanted to do this study. I have difficulty in working with shiny metallic surfaces in low level lighting as they usually come out looking very unrealistic. It is to do with reflectiveness and shinyness but I struggle to get that balance right. I usually just play around enough until I get something that works but a lot of that is really just luck.

Post by hemulin // Feb 22, 2006, 12:25pm

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Total Posts: 1058
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If you have trouble with the trumpet metallic effect maybe you should try using the simbionts plugin for ts:


http://www.darksim.com/html/simbiontts.html


make sure you download the darktree shader repository for all the shaders though

Post by hemulin // Feb 22, 2006, 12:27pm

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By the way - what version of truespace are you using to render this in?

Post by stoker // Feb 22, 2006, 12:31pm

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Total Posts: 506
I would have suggested exactly the same thing. Simbiont should help if you are having problems with textures.:D

Post by rchappell // Feb 22, 2006, 12:34pm

rchappell
Total Posts: 114
Thanks for your comments. I am using trueSpace 5.2 by the way. Here is an example with one layer caligari metallic texture with reflectiveness & shine all the way up and lum at zero. Somethings not right though - what do you think?


I will try the plug-in you suggest thanks for the link.

Post by hemulin // Feb 22, 2006, 12:37pm

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Wow, turn 'em down a bit. You can acheive the right effect without simboint, it will just be easier with it. Try putting shinyness and relectiveness on about 3/4 each. If that doesnt work try turning the reflectiveness down, bit by bit, cos thats the thing thats making your trumpet look so wierd and keep the shinyness on full.

Post by rchappell // Feb 22, 2006, 12:48pm

rchappell
Total Posts: 114
Okay here is my last try for this evening but I think I am getting close, thanks. I rolled the spc off as well. I will try the simboint plugin tomorrow if I get chance as it looks really good.

Post by stoker // Feb 22, 2006, 12:50pm

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Total Posts: 506
I certainly like it now looks quite good. I dont no what effect you are going for but if it was my image i would have a little more light over the trumpet (then you would get the light reflectance off it) - only a suggestion:) Good Work though:jumpy:

Post by hemulin // Feb 22, 2006, 12:54pm

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Looks much better, however it looks a bit too orange for some reason, anyway good look with simbiont tomorrow :)

Post by rchappell // Feb 22, 2006, 12:56pm

rchappell
Total Posts: 114
Basically I was trying to get the most out of 1 x local light although I ended up adding another over the guitar just to accentuate the pickup area. You are right, Mark - I do need another one over the trumpet to get some highlights. I will give this ago tomorrow if I get home from work early enough. I was also trying different floor types but this dull wooden type seemed to work best. Though I think I might revisit some of the others again now the trumpet looks so much better.

Post by rchappell // Feb 22, 2006, 12:58pm

rchappell
Total Posts: 114
Yes - everything is a bit too orange. I will try something else tomorrow.

Post by stoker // Feb 22, 2006, 12:58pm

stoker
Total Posts: 506
Good look with your work tommorow and good look with Simbiont:D :D

Post by hemulin // Feb 22, 2006, 12:59pm

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Simbionts will help a lot with the floorsl there are loads of floor materials and they do look realistic

Post by spacekdet // Feb 22, 2006, 2:56pm

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Enclosing a scene within a dome will help with achieving nice reflections.
Having something in a scene that's reflective never looks right unless there's something surrounding it to be reflected.
The dome object should be non-shadowcasting if you are using infinite lights; (otherwise it will block them if they are casting shadows). You set this in the Object Info dialog under 'Render Options'.
Paint the dome with a texture representing the surrounding room.
Set the reflectance to either 'Constant', or a reflectance shader that allows you to adjust the Luminance - bump up it up some. Translucent Plastic or plain translucence also work well for use on a dome.
Even tho it's not visible since your point of view is looking down at the floor, it will show up in your reflective surfaces- the horn, the floor, and the paint on the guitar.
It looks great already, keep going.

Post by stoker // Feb 23, 2006, 4:57am

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Total Posts: 506
Thanks Spacekdet, even though you are giving suggestions to I_Maker I think I may try using a dome, never used a dome before but may make some of my scenes look better.:D

Post by hemulin // Feb 23, 2006, 5:02am

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I agree with spacekdet, stoker, however isn't using a dome only useful when you have ts6.6 or before, isn't that the only way you can get a proper a environment map. Meaning that I think ts7's hdri, supercedes the dome effect. However when using a dome, spacekdet, do you have to shell it first?

Post by stoker // Feb 23, 2006, 5:05am

stoker
Total Posts: 506
Although HDRI Is a very good feature of TS7 it is not something I tend to use in every single scene. (Sometimes just like to use my own lighting) thats why I liked the dome idea:D

Post by hemulin // Feb 23, 2006, 5:07am

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Total Posts: 1058
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OK, but i think hdri will give the same effect, probably better, than the dome effect

Post by stoker // Feb 23, 2006, 5:09am

stoker
Total Posts: 506
Yeah, your probably right (well you are right):jumpy:

Post by hemulin // Feb 23, 2006, 5:10am

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I personally have never tried the dome effect, but I know from splinters that that is the only way to get the "hdri effect" in ts6.6

Post by spacekdet // Feb 23, 2006, 8:05am

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Total Posts: 1360
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However when using a dome, spacekdet, do you have to shell it first?
No need to shell it, unless you are forcing single sided rendering.
Even a half NURBS sphere works well.
If you've never tried an envirodome, I have a quick tut HERE (http://www.spacekdet.com/tutorials/skydome/).

Post by rchappell // Feb 23, 2006, 12:15pm

rchappell
Total Posts: 114
Thanks for all your tips and links etc. I have spent a bit of time experimenting with skydomes and tweaking the scene a bit more. I downloaded Simbiont but I am definately going to need more time to experiment with it as I didn't realise it was so comprehensive with animated textures etc. Anyway here is the latest attempt. It is still not finished as I feel the whole picture is still a bit orange but I didn't get round to changing the floor yet and that might make a difference to the orangeyness. There is a question about that as I was hoping to just add a layer over the top of my floor texture to add a bit of reflectance but When ever I add new layer the original texture becomes dull even with the transparency on the new layer as high as possible. Am I doing something wrong as I am sure I have done that in the past and it worked better.

Post by stoker // Feb 23, 2006, 12:24pm

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Total Posts: 506
I dont think this image looks bad at all. The floor isnt bad but could do with a little more reflectivness on it. Everything else looks great. The trumpet looks alot better aswell:D If you were going to change the floor I do not no what you would change it to?:D :D

Post by stoker // Feb 23, 2006, 1:17pm

stoker
Total Posts: 506
Also, why dont you have more of a view of the guita, this may elliminate some of the orange in the image. Afterall the guital is a pretty good model.:jumpy:

Post by spacekdet // Feb 23, 2006, 5:35pm

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There is a question about that as I was hoping to just add a layer over the top of my floor texture to add a bit of reflectance but When ever I add new layer the original texture becomes dull even with the transparency on the new layer as high as possible. Am I doing something wrong as I am sure I have done that in the past and it worked better.
If you are looking just to increase the reflectiveness then there's no need to add another layer- simply (ahh! there's that word again!) adjust the Refl. value upwards. If instead what you want are areas that are shinier than others, then you need two layers, with a mask image to delineate what is shiny and what is dull. To make this visible, set the base layer shine and reflectance down low, and the second masked layer with high shine and higher reflectance. Having two layers with very similar values only serves to muddy things up.
Mapped Phong and Mapped Metal shaders allow the use of a mask in a single layer material. Click any of the text boxes (Lum, Dif, Shn, etc, marked #1 in the image) to use an image rather than the slider to control the amount of Diffusion, Shine, etc.
Click the gray box (marked #2) to choose what mask image to use.
To delete the mask image, click the 'X'
Needless to say, this takes a lot of trying different masks to find one that looks good. (this is the fun part) You may prefer to use a two layer material- it's all a matter of 'what works' and what you prefer.
If you already knew this I apologize, but it may be useful for those who don't know how the Mapped Phong shader works.
On the specific texture that you are using for the floor, to my eye it looks more like 'butcherblock' rather than floorboards- it's a very tight, small pattern. If you were to actually construct that floor in real life, you would be doing an awful lot of nailing and fitting.
The models look good, I'd say the floor is the weakest element and is contributing to the orange-y flavor.
I like the composition with the instruments headed out of the frame- nice play of positive and negative spaces.
Keep going!
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