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Fadlabi
11-13-2008, 01:43 PM
Hi, this is my first test with LW Beta 9.5.1 Mac.

Larry_g1s
11-13-2008, 01:47 PM
Interesting, but a bit too reflective to see the detail and contrast.

Fadlabi
11-13-2008, 01:54 PM
Larry, How I can do to fix this issue

Andrew March
11-13-2008, 03:05 PM
Larry, How I can do to fix this issue

Lower the amount of reflection ;)

Fadlabi
11-14-2008, 07:05 AM
Hi, this is anthor render

3DGFXStudios
11-14-2008, 07:24 AM
It still looks like a mirror!

Weetos
11-14-2008, 08:36 AM
Hi Fadlabi

You may want to use a gradient based on incidence angle to control the reflection amount on the porcelain surface - which would mimic real-world material look (fresnel effect)

Nangleator
11-14-2008, 08:39 AM
Add some reflection blur.

Also, hit the T button next to reflection amount. Set the type to be gradient, based on incidence. Add a key to the bottom of the gradient. Make the bottom key no more than 5%. Make the top key anywhere from 40% to 100%.

That will improve things dramatically. I like this a lot, anyway. It would have been top shelf in the 90s.

Weetos
11-14-2008, 09:17 AM
It would have been top shelf in the 90s.
LOL that's true the 90s 3D artworks were all reflective things and checkerboards ! Life was easier back then :)

Fadlabi
11-15-2008, 02:49 PM
Weetos
You may want to use a gradient based on incidence angle to control the reflection amount on the porcelain surface - which would mimic real-world material look (fresnel effect)

Nangleator
Also, hit the T button next to reflection amount. Set the type to be gradient, based on incidence. Add a key to the bottom of the gradient. Make the bottom key no more than 5%. Make the top key anywhere from 40% to 100%.


Thanks Weetos & Nangleator I do what they suggested, and below is the result.

waelkf
11-16-2008, 12:36 AM
I don't know, but still like a mirror, study a real life cup and see how to get from there.


shukran
Wael

SandroBenigno
11-16-2008, 06:00 PM
Fadlabi,

Veeeery nice! It only needs some little tuning.

For this type of material, the reflections value isn't constant.
At the front view of the object the reflection value is very low. However, on it sides when the surface is more angular to your point of view, the value increase.
The more tilted, more reflection. It is called fresnel effect or fresnel reflection.

You need to drive the reflection with a gradient based on incidence angle of it polygons. Or...

For fast results: If you put off the reflection in the basic surface parameters and add the "Fast fresnel" in the surface shaders it will start to go in the right direction. Did I help you? :p I hope so...

Verlon
11-17-2008, 01:20 AM
And shouldn't this be in the beta section?

Skonk
11-17-2008, 10:32 AM
We can post images generated with the beta as far as I know.

Weetos
11-17-2008, 12:09 PM
I can't tell concerning 9.5.1, but that was allowed, and even encouraged when 9.5 was in Beta. I believe that just as long as no information is given on the beta features (Although William Vaughan recently published videos about beta features), and no UI screengrab is posted, it should be OK

Fadlabi
11-18-2008, 05:39 AM
Hi, all
and this is anthor render ...

-EsHrA-
11-18-2008, 06:09 AM
blurry reflections!! :)

nice but i dont want to see a fully reflected spoon in the cup.


mlon

sergiox
12-21-2008, 03:28 AM
blurry reflections!! :)
nice but i dont want to see a fully reflected spoon in the cup.
mlon
It's true. Looks too reflective. Could you show us the parameters?

IMI
12-21-2008, 10:49 AM
Remember to adjust the diffuse along with the spec or reflect, too. The more reflective an object is, the less diffuse it will be, and the ratio of one to the other is more or less constant. That's what gives those blown out reflections, when the reflect and diffuse are both high.
And of course, it *is* too reflective. It should only be maybe 2 or 3%, maybe 5% at most, IMO, and with a small amount of blur. I'd add a very tiny amount of bump to it as well, just to break it up some - no teacup is perfectly smooth.

The cup and saucer look more like metal than porcelain. You should try an SSS node in there, too.

Fadlabi
12-26-2008, 11:42 AM
Hi,
anthor reneder, I do it yesterday.

sergiox
12-27-2008, 01:28 AM
Much better.

The reflection in the ring looks weird. Is it reflecting the floor, an image or a procedural? The old ring looked better.

Sometimes it's better not fully imitate the reallity, as hyperrealistic painters know.

Give another reflection to the ring. Give a look to Otacon's image gallery too.

Ah, the tea looks nice. I think you must try to correct the position of the spoon, and make it show the thikness a little more.

Well done.

67530

cheers

Scazzino
12-27-2008, 02:16 AM
Here's a pretty good source image that may help. See if you can make it look more like the reflections and surfaces in this photo...

http://images.google.com/imgres?imgurl=http://farm3.static.flickr.com/2124/2474986813_bded82fd8c.jpg%3Fv%3D0&imgrefurl=http://flickr.com/photos/tiffanyaskari/2474986813/&usg=__i5nT7xIXcHcJKRK_Cpopx3psnmY=&h=333&w=500&sz=72&hl=en&start=247&sig2=EOzA_1Mft0fkzt_n4EU1Sw&um=1&tbnid=E3CRV2NSJjfGUM:&tbnh=87&tbnw=130&ei=XtVVSePqKIWFtgeNjZ2tDg&prev=/images%3Fq%3Dcup%2Bof%2Btea%2Bsaucer%2Bspoon%26sta rt%3D231%26ndsp%3D21%26um%3D1%26hl%3Den%26client%3 Dsafari%26rls%3Den%26sa%3DN

Fadlabi
12-28-2008, 11:00 AM
Hi, sergiox & Scazzino
this is anthor render

Tiger
12-31-2008, 05:47 AM
Light is never 100% white. So set lightcolor to 240, 240, 220 for a more natural look.
Now..I don`t say this will fix reflections or anything else but it will look less "unnaturally bright. Happy New Year 2009!

T

Matt
12-31-2008, 06:39 AM
May I suggest looking for some decent surfaces on here, might help get you up and running!

www.presetcentral.com