Playing about with Vray and Mograph
And other tests
It's art!
Just messing about and stumbled on some old work, thought Id have a poke around it and ended up spending 2 hours changing it quite drastically using what I have learned in the 6 years since I started it!
I'm having an unbelievably hard time understanding and sorting the color profile and banding issues n the image. It looks fine on my Wide Gamut display in Photoshop, but gets into all kinds of trouble elsewhere. In the end the only way I could export it from Photoshop without banding was to.. take a screenshot... I kid you not. And I can't get the HUE/Sat right and the brightness of the top part should be dark black to dark grey, but on some displays It's just completely hidden in blackness. I'm thinking now about adding a calibration/brightness slider to my website, then I can set all the images to the same kinda of brightness and have users slide the slider to fit their monitor/viewing environment.
Take your pick, the chances of the saturation hue and brightness looking anywhere near like what I intend is highly unlikely. It looks nice here is all I can say! And I think my Display is pretty accurately setup
And the garish original.. I was young!
The above shows where your gamma lies, the columns show blur together at around 1.8 on a Mac
All of the above Squares just be just barely visible, and the background should be pure black. If the sun is out you will need to draw curtains for this. Currently I can't see the first square but the others are baaaaarely visible.
Gamma test stolen from www.Lagom.nl
And same with this:
You should see faint checkers on each square, I can't see the last one, but the others are visible.
Been working on a little something today, I didn't do the modeling, I've just handled the materials, lighting and rendering.
And heres a close up:
Needs more saturation/color in it, the radiator looks kinda odd being too shiny and the Chrome metal is a bit grey in parts and has some not so great reflections.
This job highlighted Vray for C4D's current missing features though
No distributed bucket rendering
No support for material selection tags
No glow post effects, but.. they are naff anyway, that's what we have photoshop for
No support for exluding objects from shadows
No support for independent reflections per material, just needs a environment map projection type shader to put that effect in any channel you wish.
No blending of multiple materials
No support for proximal shader, so shader that based on distance from another object
No volumetric light support
Seemingly broken diffusion, that results in visible squares around buckets with high glossiness as seen below. I couldn't find a way to fix that.
... It's still better than Cinemas renderer though
:-D
And I know the next versions fixes a bunch of the above
I think I've found my answer at last, Houdini beta has arrived for Mac, and It's pretty cool. Perhaps finally I can render particles in the way I've been imagining for years now. Already I have enough particles in the Viewport to look like a solid surface, and it handles it very fast once the calculations are done. Finally the calculations on the particles take more time than the actual display of them, the way it should be.
This program sure could take a long time to learn though, it has such depth, could take years!
Thats 250,000 Particles, I seem to remember Cinema giving up at around 10,000
:-P
The above Movie (See Link) is something I've tried to do in various 3D programs and have never been able to do till today in Houdini!
Looks simple but, seemingly isn't for most programs... dynamic dynamics in effect.
Just paying in Photoshop again, I haven't really used for a year at least, not for anything creative anyway.
Not sure what it is yet, I do know It's not finished though.Though I suppose an artist never really finishes their work, they merely abandon it.
And yes It's extremely girly. Started out with the idea of just creating some ornate backdrop for something. This is one hour in:
It's born from these 3 stock images: