Post Your Renders - #4: A New Hope
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There's an option in the scene properties (Interface tab) to show more (or fewer) decimal digits. It can go from 0 to 5. If you type more digits than are displayed, it does save that precise value, even if it only shows 2 digits.
You can also change the unit of measure there. Also, while Carrara doesn't "dynamically" change the unit depending on scale, you can still enter a value with any unit of measure you want. it will be converted to the scene unit automatically. Just type 3mm or 2.25in, or even 1.3mi.
I don't have time at the moment to get too detailed, but I'll try and work on something soon. There may be others that can offer more advanced advice.
I find targets helpful in that I can lock feet to the floor as an example. When you grab the hip without using target helpers the whole figure moves. If you set targets and have the feet track those, you can move the hip and the feet stay where the are. You can also keyframe the tracking and turn it on or off through the timeline.
Your example of using targets parented to moving pedals on a bike and having the feet of a figure track the targets is a great example of how they could aid an animation. You could also parent one to the handle bars and have one hand track it and suddenly you can have your figure pedaling, steering and freely waving a hand.
There can be some wonkiness with the IK sometimes. It's usually with the constraints (in my case at any rate) but that can be handled by customizing the limits.
My Bikini Car Wash picture had a target helper parented to the V4's hand that was holding the hose. The end of the hose was then set to track the helper and the IK in the hose's rig allowed me to fairly simply pose the hose. I had locked constraints on the first couple of bones near the nozzle to keep the end behaving.
I haven't spent much time rendering. 'Puter's been busy video editing...
But that's a nifty Cow in a Crystal!
Here's my most recent render.
Back in prehistoric times, Mountain Cows would lay their eggs up on hilltops to keep them safe from predators.
This caused consternation amongst the prehistoric Birds and Bees, who came over to have "That Talk" with The Cows and hopefully put them on the right path.
Thanks! I'll look for that. I really wish it would show the full precision though -- that'll be another thing to file under my UI annoyances. ;)
Yep - as a Canadian I should Carrara in metric mode...I cannot recall why I set it back to the abyssmal confusion of feet and inches. I didn't know about the on-the-fly conversion though -- that's neat (I know LightWave does that).
Those little triangles along the hose are bones for rigging I believe? I really need to learn that for the velvet ropes that I want to put into my gallery scene...what I came up with last night is vomitously ugly...
Ew! I think I threw up in my mouth a little bit...
Alright, I surrender. I definitely need to use bones on this velvet rope. Clearly, I need a much better texture for it too. I used the "bend" transformation in LightWave but it just doesn't seem to have the fine-grained control that I need and that I am pretty sure bones would give me.
I probably need to do a much better job with modeling the rings for attaching the ropes to the queuing pole. Live and learn as they say!
More on that awful texture: I started with the built-in "moss" texture since I thought it would give me the fuzzy velvet look I needed...maybe it does when you are up-close. Being a green texture map I tried using the Add and Multiply operators to change it to a red colour. Ugh! I'll definitely need to come up with something myself.
Garstor, the hose was rigged.
It will be a trade off with the mesh for the ropes. The higher poly the mesh, the better the mesh will bend with rigging. Just don't get too high of a mesh or it becomes difficult to work with. At least on my older system. I made my hose 30 virtual feet, but I extruded it out so I had a polygon every six inches. My rig does have quite a few bones, around forty or fifty. It was almost too unwieldy. I probably could have got away with a shorter hose. maybe I'll stick that up on ShareCG as well.
Garstor, I almost forgot, for the velvet look, have you considered hair? Maybe one or two segments per guide and about 1/8" long (or less)? Stu used it on a Fedora hat in one of his pictures. Looked awesome.
I poked around in the properties, but alas, I just couldn't find it! I'm pretty sure that I looked at every property page. I must be missing something.
I did switch back to metric at least! :)
I'll have to go back and find the talk in PhilW's training on bones and rigging. I know he didn't get complex; but I don't need complex.
As for the velvet and using hair...like rigging, I've never used the hair feature...it scares me! :lol: Seriously, those are two things that I really do need to learn. I think I'll redo that velvet rope in Carrara.
I haven't spent much time rendering. 'Puter's been busy video editing...
But that's a nifty Cow in a Crystal!
Here's my most recent render.
Back in prehistoric times, Mountain Cows would lay their eggs up on hilltops to keep them safe from predators.
This caused consternation amongst the prehistoric Birds and Bees, who came over to have "That Talk" with The Cows and hopefully put them on the right path.
Great Bovinosaurus!
Great Bovinosaurus!
Thanks Evil One!
The original design had a series of udders on it's back, like a Stegosaurus, but it looked funnier in my imagination and when I actually did it, I thought it looked better as it is.
Okay...here is my rigging setup for the "velvet ropes" after watching PhilW's training segment. I hope that I have enough polys in the model and enough bones in the skeleton...
I didn't completely finish the model though...I don't have rings or hooks to attach the ropes to the queuing poles. I won't lose sleep over that just yet.
Next up...learn about hair so that I can try to produce a red velvet shader.
Thanks for the suggestions evilproducer!
I don't have time at the moment to get too detailed, but I'll try and work on something soon. There may be others that can offer more advanced advice.
I find targets helpful in that I can lock feet to the floor as an example. When you grab the hip without using target helpers the whole figure moves. If you set targets and have the feet track those, you can move the hip and the feet stay where the are. You can also keyframe the tracking and turn it on or off through the timeline.
Your example of using targets parented to moving pedals on a bike and having the feet of a figure track the targets is a great example of how they could aid an animation. You could also parent one to the handle bars and have one hand track it and suddenly you can have your figure pedaling, steering and freely waving a hand.
There can be some wonkiness with the IK sometimes. It's usually with the constraints (in my case at any rate) but that can be handled by customizing the limits.
My Bikini Car Wash picture had a target helper parented to the V4's hand that was holding the hose. The end of the hose was then set to track the helper and the IK in the hose's rig allowed me to fairly simply pose the hose. I had locked constraints on the first couple of bones near the nozzle to keep the end behaving.No further explanation necessary! Cool! So, to lock the feet, you paerent the helpers to the floor! Silly me... why didn't I see that before! Slap my face silly, am I ever embarrassed now!
I poked around in the properties, but alas, I just couldn't find it! I'm pretty sure that I looked at every property page. I must be missing something.
I did switch back to metric at least! :)
Right here on the Scene properties:
Well, perhaps an animating genius like yourself gets it...I remain perplexed. :)
Oh, and the velvet ropes definitely need more polys -- but I do have a bit more of an understanding about bones now. I think IK is next on the agenda too...that's what pulls connected bones along right?
Hi,
I'm fond of realistic renders. I've played with lighting, figure pose and render options.
The human eye seems to catch minute details, like how the feet of the an animal touches the ground.
I've tried to pay attention to details to make it believable. Hope you'll like it.
Eyos
Aside from the turquoise head (is the lizard really coloured like that?) it is incredibly believable! I like it a lot!
Eyos - great lighting and texturing, and I like the subject too! The lizard's pose looks a little "square" to me, but a very minor point. Great work!
Aside from the turquoise head (is the lizard really coloured like that?) it is incredibly believable! I like it a lot!
Thanks! :-)
Well, I don't think the head is turquoise in a real lizard.
However, I love this turquoise color as it makes the render more interesting and graphically attractive.
I grew up catching lizards and snakes, bugs and spiders... this is quite the real-looking picture. Very believable.
I also grew up paying close attention to things like the details of the human eye, a man's cool side burns (talkin' about the 70's here), etc., amazing how that stuff can fascinate.
Maybe it's doing the camouflage thing to trick the bug. Nice job!
Both are very cool models
Great render Eyos!
What is your lighting like?
Hi PhilW, thanks!!
I do feel that you are right about the pose.
Thanks!!
I've used a light dome. It gives more realistic look to things.
There is also 20% ambient light.
Really great render - did you do the model?
The blue-headed lizard is pretty common here in South Africa - the male is brightly coloured and the female a dull brown:)
Aside from the turquoise head (is the lizard really coloured like that?) it is incredibly believable! I like it a lot!
Great render!
What a beautiful lizard picture - amazing colors. Reality is surprising many times.
About my rendering: I bought the lizard model and the fly from DAZ.
What a beautiful lizard picture - amazing colors. Reality is surprising many times.
About my rendering: I bought the lizard model and the fly from DAZ.
Sweet picture (and, again, render). I don't have a lot of animals in my runtime. I may have to start building that up...unfortunately, too many shiney things keep distracting me.
Eyos, I'd love to see another lizard render -- perhaps on a tree branch like Roygee's picture.