CHALLENGE: Lamp shade/glass material
CHALLENGE: Lamp shade/glass material
This challenge came out from this topic: http://twilightrender.com/phpBB3/viewto ... 42&start=0
The challenge is to reproduce the glass material from this photo as accurate as possible (and, if you don't mind, to share the material or the settings with forum users)
EDIT: the model will be rendered using progressive method and preferably Easy09
I uploaded here the model:
The challenge is to reproduce the glass material from this photo as accurate as possible (and, if you don't mind, to share the material or the settings with forum users)
EDIT: the model will be rendered using progressive method and preferably Easy09
I uploaded here the model:
Last edited by derei on Fri Feb 17, 2012 6:29 pm, edited 1 time in total.
ARTIST AND DESIGNER DEREI.UK
Re: CHALLENGE: Lamp shade/glass material
Are you planning to use biased rendering (low+, high+) or unbiased (interior+)? The render method makes a difference because scattering does not currently work correctly with unbiased rendering. (Though I'm guessing with your bulb light emitting surface being complex limits you pretty much to unbiased)
Re: CHALLENGE: Lamp shade/glass material
Indeed, unbiased and most likely Easy9, because Easy10 is just too much time consuming and the scene is pretty large.Chris wrote:Are you planning to use biased rendering (low+, high+) or unbiased (interior+)? The render method makes a difference because scattering does not currently work correctly with unbiased rendering. (Though I'm guessing with your bulb light emitting surface being complex limits you pretty much to unbiased)
ARTIST AND DESIGNER DEREI.UK
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Re: CHALLENGE: Lamp shade/glass material
Light Example... Same component, changed the Light source to a single sided LEM "filament" - dramatically decreased the render time with same basic effect... This "filament" can be stretched to fit in any housing... -also different materials... if anyone is interested in the process let me know and I'll post Tut w/mats etc.. This took about 10mins of render time in KT w/ 8thread 3Ghz box. about 10 mins of post pro (in reality with a PS procedure only about 1 minute).
bradley
bradley
- Attachments
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- testsave2-square.jpg (266.65 KiB) Viewed 15527 times
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- longfilament.png (19.87 KiB) Viewed 15523 times
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- testsave2-square.jpg (294.26 KiB) Viewed 15524 times
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- Posts: 207
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Re: CHALLENGE: Lamp shade/glass material
Modified the opacity to 1%, shiny to 500.... everything else same.. In KT 10 passes PER MINUTE this is only 10 passes attached. 0 post production. Second image is postpro... 60seconds.
Bradley
Bradley
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- testsave2-square-1percent-500shiny.jpg (294.55 KiB) Viewed 15523 times
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- testsave2-square-1popatcity.jpg (326.92 KiB) Viewed 15511 times
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- less glow... more linear burn for color
- testsave2-square-1popatcity-lessglow.jpg (318.37 KiB) Viewed 15518 times
Re: CHALLENGE: Lamp shade/glass material
That looks excellent, Bradley, you should upload the component for others to try. The bump on the glass seems stronger than the reference photo. But it succeeds in blurring the single face light emitter. (great idea with the emitting png by the way).
Is this component to scale? It seems a bit bigger than I expected.
Is this component to scale? It seems a bit bigger than I expected.
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Re: CHALLENGE: Lamp shade/glass material
Okay... So.. Here we go... Materials (for both the glass, and LEM attached - see image). Also, breakdown for the post production (I am detail-obsessed so for those not experienced, please forgive my long-winded nature), actually if you're familiar at all with photoshop, the entire post-pro takes about 2 minutes. Anyone with questions please feel free to PM or post
I've attached the modified component as well for anyone to play with that wishes to. It is 100% to scale as the original post here. It appears "large" because the model you see it rendered in is actually a Spherical Sky (a render that I made from a model that I recently built). I use these spherical renders each time a build a relatively detailed model so that when I build a component, I can test its individual rendering speed to optimize it before placing it in large groups of components into a model I'm going to render (kind of like a "studio" for testing my components)... Since most of my renders take 24-60 hours, I've found that using these "test backgrounds" to render individual components (especially those with metals / and or LEMs / lights) for their speed in KT with NO other geometry is invaluable in optimizing my render time on large models (where I use these components)... Damn, I'm being long-winded again.
But to that end consider this, the original settings for this component rendered at about 3 passes per minute (not bad), but once I optimized it (changes in LEM, Glass settings, shinyness etc...), I'm getting 8+ passes per minute! Worth the time to save all my "room" models as Spherical renders to test components... Anyway... Probably pointless drivel..
Enjoy.
I've attached the modified component as well for anyone to play with that wishes to. It is 100% to scale as the original post here. It appears "large" because the model you see it rendered in is actually a Spherical Sky (a render that I made from a model that I recently built). I use these spherical renders each time a build a relatively detailed model so that when I build a component, I can test its individual rendering speed to optimize it before placing it in large groups of components into a model I'm going to render (kind of like a "studio" for testing my components)... Since most of my renders take 24-60 hours, I've found that using these "test backgrounds" to render individual components (especially those with metals / and or LEMs / lights) for their speed in KT with NO other geometry is invaluable in optimizing my render time on large models (where I use these components)... Damn, I'm being long-winded again.
But to that end consider this, the original settings for this component rendered at about 3 passes per minute (not bad), but once I optimized it (changes in LEM, Glass settings, shinyness etc...), I'm getting 8+ passes per minute! Worth the time to save all my "room" models as Spherical renders to test components... Anyway... Probably pointless drivel..
Enjoy.
- Attachments
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- mats-tutorial.JPG (259.25 KiB) Viewed 16091 times
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- tutorial-lightsave3-rawrender.jpg (266.16 KiB) Viewed 15492 times
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- tutorial-lightsave3-layers.JPG (123.42 KiB) Viewed 15484 times
Last edited by bradleyabbott82 on Sat Feb 18, 2012 5:24 am, edited 3 times in total.
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Re: CHALLENGE: Lamp shade/glass material
Component and Photoshop Instructions.
Enjoy.
Bradley
Enjoy.
Bradley
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- lightglass-component-and-PS-Steps.zip
- (706.77 KiB) Downloaded 662 times
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Re: CHALLENGE: Lamp shade/glass material
alvydas,
when you compliment me, it is like Zeus himself came down and touched me with a bolt...
4 months playing with TL, which is my FIRST render engine... (KT for speed lol)... up until Oct/Nov of last year, I've NEVER touched a render-engine in my life...
Bradley
when you compliment me, it is like Zeus himself came down and touched me with a bolt...
4 months playing with TL, which is my FIRST render engine... (KT for speed lol)... up until Oct/Nov of last year, I've NEVER touched a render-engine in my life...
Bradley
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