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Work In Progress: Rendering and animation Show off your projects you are working on

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  #21 (permalink)  
Old 01-10-2007
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Quote:
Originally Posted by nb
In fact the car is not especially "little" - have seen it in real life.
you know, the windows give it that impression

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  #22 (permalink)  
Old 01-10-2007
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Prykie, feral1, nb - Thanks!
Tiberius - 72 Mercs are too "new"... Maybe in the next 20 years...
Silent - saved as PNG now and then as web JPG, hope it looks better.

Update, before i get down to this headlight texture properly:


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  #23 (permalink)  
Old 01-10-2007
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very nice render. looks very realistic, nice work
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  #24 (permalink)  
Old 01-11-2007
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Obrigado Pedro!

Updated the above image, still not satisfied with the headlight texture.
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  #25 (permalink)  
Old 01-11-2007
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Quote:
Originally Posted by palat
still not satisfied with the headlight texture.
Although it is difficult to say for sure from this view it seems that you might have some aliasing there. The reason for aliasing is that the size of the pixel in the final render is similar to the size of a unit of a texture. I would speculate that at least two pixels per texture unit are necessary to get it rid of the artefact. Rendering with higher resolution might help.
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  #26 (permalink)  
Old 01-11-2007
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nice color choice on this one! and I agree lights look hazy.
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  #27 (permalink)  
Old 01-11-2007
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Quote:
Originally Posted by palat
Obrigado Pedro!

Updated the above image, still not satisfied with the headlight texture.
De nada
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  #28 (permalink)  
Old 01-11-2007
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e ai cara, detonou ficou lindão, concordo com o que foi falado sobre os farois e tal, fiquei impressionado com o setup da cena será que tu poderia da umas dicas de luzes e bg, e claro shaders?

hi dude, this car looks really great, i agree with what they said about the headlights, im really impressed with the scene setup, could u give some tips about lightning and background, and shaders ?
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  #29 (permalink)  
Old 01-12-2007
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This is just to damn great work...waw...
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  #30 (permalink)  
Old 01-12-2007
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Quote:
Originally Posted by palat
Silent - saved as PNG now and then as web JPG, hope it looks better.
so you saved the max output as png and then opened it with paint and saved it as a jpeg? sorry for bugging with you about this but imo it looks like that.

oh and the car looks really nice, i like the color

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  #31 (permalink)  
Old 01-12-2007
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Quote:
Originally Posted by Silent][Moebius
so you saved the max output as png and then opened it with paint and saved it as a jpeg? sorry for bugging with you about this but imo it looks like that.

oh and the car looks really nice, i like the color
I don't think image compression is the problem here... two things: Is the original render in that res? or are you compressing it? Also, are you using interpolation for the reflections? that makes all the difference...
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  #32 (permalink)  
Old 01-13-2007
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Quote:
Originally Posted by A3DR
Is the original render in that res? or are you compressing it? Also, are you using interpolation for the reflections?
the artifacts that you can see on the images are results from JPEG image compression. if you use a poor quality setting of course you will have more artifacts. let's say you use a different image compression like BMP PNG, these are very high quality image compression methods, but on the downside of these 2 options, the images tend to get very large in terms of filesize.

see my examples, i think you can see the difference between them. as a start i used the PNG image i created with paint and then i saved it with paint in JPG format. then i used the original file again (the PNG) and used ifranview to save it as a JPG with 90% quality settings.

now comparing the 2. JPGs i think you can see the difference

so i would propose you save your render output directly as a BMP or PNG then use a different program to resave that image with good compression options
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lincoln-zephyr-1935-1.png  lincoln-zephyr-1935-1.jpg  lincoln-zephyr-1935-12.jpg  

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  #33 (permalink)  
Old 01-14-2007
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anyways why even bother to convert png to jpg?

png is already enough well compressed for web use so its really unnecessary to convert it into old crap format like jpg :roll:

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  #34 (permalink)  
Old 01-15-2007
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Quote:
Originally Posted by Zachary
anyways why even bother to convert png to jpg?

png is already enough well compressed for web use so its really unnecessary to convert it into old crap format like jpg :roll:
that's true, but still PNG tends to get rather large but meh do what you want!

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  #35 (permalink)  
Old 01-22-2007
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Hi all, thanks for the replies and sorry for the delay.
Had little time to devote to this.
All my textures are saved in a hi-res format and most are 200dpi or higher. As for the jpg filesize, well, i must consider hosting space and how long it takes for images to download on other ppl's computers. I always save my images in png but save them for web as jpg.
Now i am going through a hard time on the headlights, as VRay-s refraction makes a sort of magnifying lens on the headlight/foglight lenses, and i simply can't get it right. I am using a VRay Mtl but still the result is poor and the lenses look chromed instead of transparent. Helping tips mostly appreciated!
Last week i got stunning reference material from Barrett-Jackson's auction site and tweaked yet more errors on the body.



Last edited by palat : 01-23-2007 at 01:45 PM.
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  #36 (permalink)  
Old 01-23-2007
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It’s really a very nice model, but sure lens need a bit more effort.

Below is my personal experience based on work with other programs, but the principles may still be the same regardless of the software.

You can try to make an object with thickness, not just one external surface, also most probably the object should be a sort of solid, in the meaning that there no open holes. In this case the refraction value refers to the inside of the object, for glass it is arround 1.5. This will work
without the need of doing anything else. However, in the case of front light lens, when a bump map is applied to the object, it will be seen on both outer and inner surfaces of the lens. Thus one gets a double bump map effect.

For that reason I split the lens (a “solid”) into two “non-solids”. The first one, the outer surface of the lens has no bump map, but has refraction index of 1.5, the second one, the inner surface of the lens, has the bump map and has the refraction index of 1.0. In this way the light rays coming from the outside world are refracted by the outer surface of the lens like would be at the air-glass interface, and then refract on the inner surface of the lens like would be at the glass-air interface. Try something similar to that. Hope that helps.
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  #37 (permalink)  
Old 01-23-2007
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Thanks for the trouble nb, really helpful tips.
Somehow the trick does not work properly with vRay or else i am doing something wrong. I am sure it's the refraction issue. In all the Glass materials on the headlights and foglights i am using VRay Material with Refraction set to white so it can be transparent.
Anyway the model is almost done save for a few detailing on the dashboard, the rear license plate mount is also missing.


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  #38 (permalink)  
Old 01-23-2007
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Quote:
Originally Posted by brunoqs
could u give some tips about lightning and background, and shaders ?
Sorry brunogs, i owe you an answer. Send me a PM and i will send you the scene with all settings. If you are using VRay you won't have problems using it.
I am rendering the rear view, will post it later.
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  #39 (permalink)  
Old 01-24-2007
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Good work!
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  #40 (permalink)  
Old 01-24-2007
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