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Caustics
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Caustics // Image Gallery
Post by Heidi // Jan 4, 2007, 2:58pm
Heidi
Total Posts: 335
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I started out just doodling and that turned into a shoe that made me think of a glass slipper and.... I ended up spending three days figuring out how to do lighting for caustics.
Rendered in vRay TS 7.11 with GI and one local light. |
Post by Steinie // Jan 4, 2007, 3:06pm
Steinie
Total Posts: 3667
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Really a lovely rendering! My only recommendation would have been to take out the second slipper to match the fable:) . |
Post by spacekdet // Jan 4, 2007, 3:28pm
spacekdet
Total Posts: 1360
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This KICKS GLASS! |
Post by W!ZARD // Jan 4, 2007, 3:30pm
W!ZARD
Total Posts: 2603
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That's lovely - elegant simplicity. Nice work. |
Post by Morgan // Jan 4, 2007, 5:44pm
Morgan
Total Posts: 138
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I agree; very nice work, Heidi. |
Post by SteveBe // Jan 4, 2007, 6:24pm
SteveBe
Total Posts: 282
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That looks Great Heidi!!:banana:
If you were done a little sooner, I'm sure you would of been hosting
the next modeling challenge!
:jumpy: |
Post by trueBlue // Jan 4, 2007, 6:28pm
trueBlue
Total Posts: 1761
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Outstanding Hedi :) |
Post by Heidi // Jan 4, 2007, 6:28pm
Heidi
Total Posts: 335
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Thanks guys :)
Steinie, now that you mention it, I think you're probably right about that second shoe. I'll try a render without it tomorrow and see how it looks. |
Post by jamesmc // Jan 4, 2007, 6:59pm
jamesmc
Total Posts: 2566
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I think you have Caustics down Heidi!
Looks great, would make a good magazine cover. |
Post by JPSofCA // Jan 4, 2007, 9:53pm
JPSofCA
Total Posts: 300
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Incredible results - very nice work. |
Post by MadMouse // Jan 4, 2007, 11:29pm
MadMouse
Total Posts: 1069
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Very nice work. :D |
Post by prodigy // Jan 5, 2007, 12:52am
prodigy
Total Posts: 3029
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Heidi, nice work.. can say a few tips..??
1) dont put Transparet shadows on vray.. try only with caustics and gi..
2) The rose its realy preaty... maybe if you increse the shiness and specular get a more realistic look.. i think it needs some shiness ..
Only are a few tips.. i think the rose its amazing... very delicated ... :p
good work... |
Post by parva // Jan 5, 2007, 1:18am
parva
Total Posts: 822
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cool :cool:
I wouldn't delete the second shoe but place it behind the rose but similar like the front shoe, just a bit rotated.
Good would be also an environment/background.
Something that can reflect in the glass.
Bands or blurred shapes, nothing special, something which match the feeling/colors.
The rose is really great! |
Post by digitaldali // Jan 5, 2007, 5:00am
digitaldali
Total Posts: 143
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I agree, very lovely:)My daughter would LOVE it...she's a 3 y/o Cinderelly freak! I'll have to show it to her:D |
Post by Chester Desmond // Jan 5, 2007, 5:13am
Chester Desmond
Total Posts: 323
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The glass is stunning, to say the least.. I thought with the 2 slippers and the roses it might be a picture from Cinderella's honeymoon. :cool: |
Post by Ambrose // Jan 5, 2007, 12:23pm
Ambrose
Total Posts: 261
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Perfect just keep it as it is, angle? maybe no just print it out as poster and put it up and you see the effect ;)
Keep it up, your work is good, just see the other post it's good ;)
SeYa/Ambrose... |
Post by Heidi // Jan 5, 2007, 12:33pm
Heidi
Total Posts: 335
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Ok... I took the back shoe out then put it back in but upright. Then I realized that I had the right shoe in front and the left shoe in back so I switched those. I lowered the bud of the rose to the ground plane and added shine and specularity to the rose. Finally, I put in a background texture (argh!).
I first tried using the texture as a background image. Guess what, a background image does not refract through in the same way as an image applied to a plane. A background image looks a little wierd because there's very little distortion through the glass. Adding a plane with the texture applied meant that I needed to light the background plane without screwing up the lighting I already had.
I stayed with transparent shadows because without them the reflections within the glass blockup (the glass casts shadows inside itself -- hard to explain).
Anyway.... here's the result... I went with the image on a plane in the background, lit with a soft spotlight.
Thank you all for you input. I really do appreciate it. :) |
Post by prodigy // Jan 5, 2007, 12:47pm
prodigy
Total Posts: 3029
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Preaty!!.. i recomend dont use the transparent shadow because i looks like the shoes are made with a heavy glass and the light dont pass throw like this.. my point of view..
Try to render if you whant without thre transparent shadow too ... what you lose?? |
Post by Steinie // Jan 5, 2007, 12:48pm
Steinie
Total Posts: 3667
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Your rendering is refreshing. Adding the background really made it come together . I really like the rose too. You need to do only one more thing.....submit it.;) |
Post by prodigy // Jan 5, 2007, 12:53pm
prodigy
Total Posts: 3029
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I recomend use GI + caustics.. and soft shadows..
3641
3642
3643
Hope you help... :D |
Post by Heidi // Jan 5, 2007, 3:18pm
Heidi
Total Posts: 335
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What settings did you use for those? vRay sure doesn't do those kind of soft shadows for me.
I did try it and decided against it (see below). The shadows within the shoe blocked up and are much darker and something wierd is going on with the transparency map that softens my ground plane on the right. Not to mention that rather than being soft, the shadow edges are grainy, rather than blended...even at 4X antialaising, render setting at high. |
Post by prodigy // Jan 5, 2007, 5:38pm
prodigy
Total Posts: 3029
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Here are some diferent solutions...
3650
I think you can try to select softshadows + the transparent shadows + Caustics....
BTW.. we are talking you are using vray???
AHaaa.. if you use the fresnel shader try to select Internal Reflect, that help to the internal black reflections..
i hope you fit.. :D |
Post by parva // Jan 6, 2007, 12:20am
parva
Total Posts: 822
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What settings did you use for those? vRay sure doesn't do those kind of soft shadows for me.
thats where samples/subdiv settings come in place :)
Increase the Soft Shadow Samples to decrease the noise (increase it slowly, render best just a portion with the area render tool to check it out).
The thing with the black shadows in glass comes from the settings for the raydepth (click at RayTrace in the Photorender panel - brings the raytrace settings). The renderer stops to follow the ray at a specific setting and here you can change that.
For glass and other scenes with heavy reflection I recommend to use more detailed settings, means 0.01 for reflect and ray limit and 28 or 32 for Max depth. Don't know why the max depth can't be higher but 32 should do it.
Transparency map can cause problems but this depends from scene to scene. In your case I wouldn't use transparency map but psd output and a depth map where you can later blend different layers together.
For Antialiasing, well, I don't like the AA from trueSpace espacially in combination with Vray. The only good AA is the adaptive mode but it creates very blurry results (again depends from picture to picture). Tip: Render the picture to a higher result and downsample it later. For example if you want a 640x480px bitmap, double the size and render 1280x1024px.
just some ideas ;) |
Post by Heidi // Jan 6, 2007, 8:12am
Heidi
Total Posts: 335
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You guys are awesome!...Thanks for the input. I tried several different settings without transparent shadows. Changing the angle in the fesnel materal also will lighten the internal shadows. But the light just doesn't pass through the glass the same without transparent shadows, even when I changed the raytrace settings. I did get the soft shadows to work though (size 1, sample 100).
It turned out that the problem with my ground plane was a bad transmap. Re-doing the transmap solved that problem.
So here's with transparent soft shadows (size 1, sample 100) , caustics (factor 12) and using adaptive antialaising. |
Post by mrbones // Jan 6, 2007, 8:38am
mrbones
Total Posts: 1280
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Looking much better.
Nice! |
Post by prodigy // Jan 6, 2007, 12:02pm
prodigy
Total Posts: 3029
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Preaty!!! no coments... :D |
Post by Methusela // Jan 7, 2007, 1:25am
Methusela
Total Posts: 414
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To get good results with just caustics and no transparent shadows, jack up the factor to like six. Maybe higher.
Looks fantastic by the way!
Oh wait, I can see that you already did this. I'm terribly sorry. |
Post by prodigy // Jan 7, 2007, 7:24am
prodigy
Total Posts: 3029
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Hoo.. can i say other thing? something?? try to set the glass shader a little more White, i think its a bit dark at this moment.. and try to put some shines on the rose...
Sorry if im to nosey... :rolleyes: |
Post by Methusela // Jan 7, 2007, 8:30am
Methusela
Total Posts: 414
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Ah, the only thing I can think of to critique is that the leaves on the rose stem should bend a little. Divide the plane (I'm assuming you mapped a plane with transparency) into around ten or fifteen (Depending on the level of realism vs geometry you're looking for) segments, then use the bend tool.
Looks excellent else-wise! |
Post by Heidi // Jan 7, 2007, 5:45pm
Heidi
Total Posts: 335
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The glass shader is already set all the way to white. The options for making the glass lighter are to reduce the weight, reduce the angle, or add some diffusion. I opted to reduce the weight.
The leaves are curved. They are created with a map and alpha but I used soft-selection to add some curve to each leaf and the leave section. I think the angle is making them flat. |
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