Author Topic: Lighting and materials  (Read 4226 times)

2013-12-13, 17:42:44

klipanos

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Good afternoon!!
A test to see glass, chrome and metal materials.
A little post-work in photoshop just a touch of saturation and gamma...
100 passes 6:30 hours.
Any recommendations appreciated!!
« Last Edit: 2013-12-13, 17:47:57 by klipanos »

2013-12-14, 14:39:50
Reply #1

klyde

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I think it's better to move white balance to blue tint.

2013-12-14, 22:06:22
Reply #2

klipanos

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Thank's i'll give it a try!!

2013-12-15, 20:46:39
Reply #3

klipanos

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new colors and a close up to see a metal material how behaves...

2013-12-16, 04:31:03
Reply #4

klyde

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The lighting is better now.
I guess you should use more quality texture for rusty louvers
Also adding chamfer (1-2mm) to almost all visible geometry will make you work much interesting to look at.

2013-12-16, 17:01:13
Reply #5

klipanos

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Thank's !! i'll look for an option in the renderer chamfer boxes!!

2013-12-16, 21:52:47
Reply #6

fellazb

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Hi there,

The scene looks very convincing although a bit dull. Perhaps you can add some spotlights, color variation and a different camera-angle to spice it up a bit

I notice a bright white line underneath the glass frames probably being scattered by the glass. It almost looks like some caustics effect. Can you clarify this by telling what lighting setup you've used or perhaps someone else who can clarify this behaviour?

Instead of chamfering you can also use the "round edges" option in the shader setting of your material.

2013-12-17, 08:06:57
Reply #7

klipanos

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Thank's!!! round edges should work fine!!!!
yes the bright white line is scattered by the glass... it is strange though... the gap between floor and glass is 0,02m
I choose the specific angle because it is from a photo of one of my works and i wanted to see how corona behaves...
For the lighting setup i used just a corona  sun and box with that bitmap appeared on the first image..