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I can see 4 shark fins without difficulty... the image is coming along great.. I rather like the old trunk with legs...
great works on the caustics... I won't be doing that... it's taking long enough already to get a hull that's doable lol
great work
Ahhhh, a fictional chest... that explains why I've not seen one before. :)
here's a dragon in amber, most of the light comes from caustic reflections off those little particles
I also lit up the cherry trees, the dragon has no light source that affects it bar the reflections
Not just fictional, but magical too. Not only will it follow its owner to the edge of the world, and even over it, but it will eat your enemies and of course, neatly press your laundry.
head wax, Wow!
TangoAlpha, Thanks for reminding me... forgot to do laundry yesterday... I know I call upon the chest and it will magically be ready when I awake.
trying some caustics.... to see
Stezza, that is impressing.
Im still messing with this but my first thought when I saw the challenge was to try and combine the two, but since I did not model the boat myself this will be a caustics entry.
I've not used that setting before so any suggestions to improve the effect will be appreciated!
You dont have to model the boat just adjust the shaders and is countsas a new shader and as a nautical theme.
You dont have to have them both in the same render.
Very good. While I'm not a caustics genius... I do have a question/critique... are you going for a very dark background? My understanding of caustics is light passing through an object and creating havoc to produce unusual and artisic effects by bouncing the light around like through a prism. If I were working on your WIP I'd try with a light that only shines on the glass bottle for the boat and let caustics do all the work. Try a few different lights for caustics... picture the figure's face being lit up by caustics or caustics streaming through her fingers while bouncing in unpreditable directions. I might be wrong but consider an HDR/HDRI to be a form of caustics. Just my opinion. Someone please correct me if I'm wrong. :)
Just remembered about this entry I did for one of Mark Bremmer's competitions on Rendo last year. Maybe it'll give someone a few ideas . . .
Wow that's amazing! Yes that definitley spurs a few ideas. Not sure I'm that good though
pnewhook - I'd encourage you to go for it. You have a great idea. I think you already have a good handle, but people are very helpful if you get stuck. Just ask questions. I tried a ship-in-a-bottle render for one of the earlier challenges and people very generously gave me tips and advice. See this WIP thread - http://www.daz3d.com/forums/discussion/44033/august-carrara-monthly-challenge-size-matters-wip-thread/p1 There are several other helpful explanations in that thread as well. Check out Dustrider's explanations of his WIPs for his figurine in a glass case, for example. Here are some of the steps along the way to make my entry for that challenge, but the thread includes a lot more detail. For example, it shows how I made the pebble filler for the bottle.
Stezza and Headwax, just awesome.
My water was an ocean primitive, converted to a vertex object and scaled to look more stormy. I booleaned it with a copy of the inside of the bottle and joined the bits to give a solid water object. The boat is trraight out of the store, and positioned in such a way that you can't see the water goes right through it! The leaking water was a particle emmitter in the mouth of the bottle, firing metaballs. Run the simulation for a few seconds and let gravity do the rest. I used the same stock water shader, but I don't think it really works. The competition was time limited so I never got the chance to investigate why. The window ledge is from an early WIP of Hemlock Folly.
pnewhook - one suggestion that I have is to use either a simple room or a 3d-spherical image in the scene background when doing your tests. The reason is because the bottle will need something to reflect. If you have an empty scene, there isn't much for the glass shader to work with. At the testing stage, the room or the spherical backgound doesn't need to be anything fancy.
note with my Caustics tests earlier I had the plane with a shiny surface to reflect the caustic effect which worked well.
I also had one Caustic feed (sphere) the next item (cube).
Thanks for the comments everyone. Still WIP as I'm playing with the shaders but I think it is coming along. Added a background, sunlight, atmosphere, and that all helps in the effect through the bottle.
I also increased the size of her 'object of attention' on the boat.
this looks nautically kewl http://carraracafe.com/news/tutorial-ocean-with-easily-animated-foam/
Very good!
thanks wgdjohn and @diomede , diomede those hands are perfectly posed!
stezza, another brilliant foray, pnewhook welcome and that;s a great composition and idea.
you could try a spot in the mouth of the bottle facing the woman's face and have it set to light up just the boat and the woman's face.
that would add more dimension to the boat and fill in her face (unless it m akes a dirty big shadow on her face!!) :)
or you could have two, one for the boat, one for the face,
the glass will still pick up the light from the two objects, not directly
Very cool - I like this a lot so far.
For the atmosphere, are you using the realistic sky? The clouds look a little bit flat to me; you might want to play with those some, or you could drop in a couple volumetric clouds (although you might take a big hit in render times that may or may not be worth it to you).
For Realistic Sky, look at some of the presets - they have much better clouds for one thing (and if youve installed any of Howie's landscapes or Tim Payne's sky sets, you'll have access to their settings too. Use as is, or as a base for further tweakage.
The neck of your bottle looks a little odd -- as if it's at a different angle to the rest of the bottle . . .
What would be a great corollory to that image is the POV of the guy on the boat
where's the time flying? - gotta get to work!
i learned how to mirror and merge model in the wildwest challenge, "the sherif badge"
forgot what the trick was, something with the drawing planes i think.
me brain a bit foggy, need a nap to clear the webs
it's hott out RealFeel®99°T-storm comin.
Hi there's a manual on line
as far as I remember, duplicate will duplkicatre around the drawing plane, so you have to put your drawing plane in right place via
Changing the Drawing Plane
To make your work easier, you can change the Drawing plane to different axes and move it to a selection or a specific set of coordinates. You can also drag it to any position you like.
The easiest and quickest way to move the drawing plane and the working box to a specific position is to Command/Ctrl+click the vertex, edge or polygon where to move it.
To move the Drawing plane to a selection:
Select the vertex, polygon, or group of vertices with which you want to align the Drawing plane.
Be sure the Selection tool is chosen.
Command/Ctrl+click your mouse.
If the selection is a single vertex, Carrara centers the Drawing plane on that vertex without changing the plane's orientation.
If the selection is a group of vertices or a polygon, Carrara moves the Drawing plane to the plane shared by those vertices. If the vertices lie in different planes, the Drawing plane is moved so that all the selected points are as near the Drawing plane as possible.
To reset the working box position to its original position, Command/Ctrl+click an empty area of the 3D View or choose View> Reset Working Box.
To send the Drawing plane to specific coordinates:
Choose View menu> Send Drawing Plane to. The Send Plane dialog appears
Specify the universe's X, Y, and Z coordinates to which you want to move the Drawing plane.
Enable a plane option:
Drawing plane Moves the Drawing plane on the axis perpendicular to itself by the amount you specify. For instance, you could move a Drawing plane lying on the X and Y axes by the specified amount on the Z axisonly.
Drawing plane centered Moves the Drawing plane on the axis perpendicular to itself by the amount you specify, centering it on the remaining coordinates. For instance, you could move a Drawing plane lying on the X and Y axes by a specified amount on the Z axis, centering it on the X and Y axes.
All planes Moves the origin of the working box to the specified coordinates, centering all planes. Note that this option moves the working box itself.
Click OK.
Duplicating Objects
You can duplicate an object with the Duplicate and Duplicate with Symmetry commands.
When you choose Duplicate, a second copy of the object is created at the same location as the original.
When you choose Duplicate with Symmetry, the copy mirrors the original object. The Drawing plane behaves differently from usual in that neither the object nor its duplicate is placed on the Drawing plane, but on either other side of it.
Objects can be duplicated with symmetry.
To duplicate an object:
Select the object you want to duplicate.
Choose Edit menu> Duplicate or press Command/Ctrl+D.
To duplicate an object with symmetry:
Move the Drawing plane so that when used as a mirror, it will reflect the original object.
Select the object you want to mirror.
Do one of the following:
Choose Edit menu> Duplicate with Symmetry
Press Command+Option+D/Ctrl+Alt+D.
Wow!!! Cool Stuff, all!!!
Nice subject - Lots of wonderful caustics examples going on too! :)
Mark, that Blender image is really cool!
I Love this!!!
I'll use my endeavour model in this challenge but as a distance shot to cover up the far from finished work...
First render... no postwork
Terra Australis
Endeavour is looking good.
wow that looks great Stezza!!
Here's experiment from me, there are a whol lote of reflectors in this scene (and refractors)
there is only one bulb and that bulb is set to light only the little blue sphere on the floor, so one image with caustics off (the black one) and one with caustics on,
the sky is just a very low infinirty plane, the main light on the boys comes from a reflector plane set up behind the camera - weird moire pattern on the suits though