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some stuff for practice

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some stuff for practice

Post Thu May 19, 2011 3:26 pm

hello try to make some objects for bachelour degree lessons (blender+yafaray) so put it here maybe some one notice some mistakes or something and corrects.
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portf3_post.png
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STart
 
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Re: some stuff for practice

Post Thu May 19, 2011 5:32 pm

I give you 5 points for subtle texturing :) Too many artists just set an uniform color and think that it's done.

The lighting is a bit too harsh on the background and the shadow position from multiple lights is ugly. Try different lighting setup and get the wanted contrast / exposure with GIMP, rather than with Yafa.
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_Mo_
 
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Re: some stuff for practice

Post Fri May 20, 2011 11:12 am

@start
Can you please share the material settings. I really like the material.
@_Mo_
I like your comment on how some artists just set an uniform color. can you give us an example what do you mean by that.
I guess my problem now with yafaray is materials
allan_james
 
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Re: some stuff for practice

Post Fri May 20, 2011 11:38 am

Hi all,
I agree with allan_james:
Materials and Lights are very tricky to setup properly.
I think we should have a repository with alot of examples.
This will make learning YafaRay easier! :)


Cheers,
Gabriele
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gabriele.ferreri
 
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Re: some stuff for practice

Post Fri May 20, 2011 1:32 pm

allan_james wrote: can you give us an example what do you mean by that.


Using uniform color means not using a texture on the col or csp channels (or spec & nor for uniform intensity), but just setting a single color value. In RL no objects are perfectly uniform - there's always some variation. Paying attention to that makes a big difference in realism.

A good example is this render by stoneage:
http://www.yafaray.org/phpBB3/download/file.php?id=3548&mode=view
Notice how the box on the right is subtly textured - it's worn out on the corners and has dirt patches. It looks perfect, because it's not perfect.

Now, I'm not sure if the suitcase uses a color tex. or is that just a bump, but the subtle variation is what it makes a good looking material.
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_Mo_
 
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Re: some stuff for practice

Post Sat May 21, 2011 1:13 am

How about now is it better? AA on metal edges some how dont work correcly or I just dont give goot settings for it
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portvelis su  bumpu PM.png
leather material.jpg
Last edited by STart on Sat May 21, 2011 1:29 am, edited 1 time in total.
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STart
 
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Re: some stuff for practice

Post Sat May 21, 2011 1:25 am

strange but SPPM gives big dots
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untitled3.png
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STart
 
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Re: some stuff for practice

Post Sat May 21, 2011 11:10 am

STart wrote:strange but SPPM gives big dots


I think that is the expected behaviour, though not the desired result.

I am not expert with SPPM, but I think either more passes, which maybe you don't want, or increase the Radius Factor?

Anyway, post up a screenshot of the render settings and someone smarter will point you in the right direction. :D

Looks good otherwise. :)


EDIT - Antialiasing is tricky to handle in high contrast areas. You could try clamping the pixel values (Clamp RGB), or use the Gauss filter instead of Mitchell. Increasing the Pixel Width can help too, but this can give a 'fuzzy' look to the render (though it has the advantage of shortening the render time).
Last edited by stoneage on Sat May 21, 2011 11:22 am, edited 1 time in total.
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Re: some stuff for practice

Post Sat May 21, 2011 11:15 am

@stoneage

One thing that I really want to know is how you to a good UV maping for your texture if you can give us an example like the one _Mo_ gave which by the way is yours :) I will be very happy

Thanks in advanced
allan_james
 
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Re: some stuff for practice

Post Sat May 21, 2011 11:29 am

STart wrote:strange but SPPM gives big dots


Have you enabled "PM IRE" in integrator settings for SPPM?
Olaf
 
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Re: some stuff for practice

Post Sat May 21, 2011 12:55 pm

looks like sppm problem apears when I using mesh light with textures, but when I am using blenders area lights it works quite good, yes PM IRE is enabled
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STart
 
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Re: some stuff for practice

Post Sat May 21, 2011 2:36 pm

STart wrote: yes PM IRE is enabled

Ah, then you might want to ignore what I said about the Radius Factor:-
http://www.yafaray.org/community/forum/ ... =24&t=3493



EDIT -
allan_james wrote:@stoneage

One thing that I really want to know is how you to a good UV maping for your texture if you can give us an example like the one _Mo_ gave which by the way is yours :) I will be very happy

Thanks in advanced

Sure, no problem. I started a new thread here:-
http://www.yafaray.org/community/forum/ ... =22&t=4128, so we don't take this one off topic.
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stoneage
 
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Re: some stuff for practice

Post Sat May 21, 2011 6:29 pm

some update how about metal material is it convincing? this is sppm it works now verry good with defoult lights
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untitled7_1.png
Last edited by STart on Sat May 21, 2011 9:07 pm, edited 2 times in total.
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STart
 
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Re: some stuff for practice

Post Sat May 21, 2011 7:30 pm

Last update for me is perfect. Well done :D

Greetz
TJ
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Re: some stuff for practice

Post Mon May 23, 2011 1:06 pm

This one is perfect! :] I love the metal material.
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