-HOLY SMOKES! AN UPDATE!- Carrara Challenge V: Movie Night - Work In Progress (WIP) thread.

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Comments

  • stu sutcliffestu sutcliffe Posts: 274
    edited December 1969

    pooh rotten old brownie points ,splines do nothing for me ...I remember when nurbs were all the rage ,what a waste of time they were also.

    Nice work Headwax ...I meant to mention earlier,but I got sidetracked all evening with my computer going on the fritz. Five years old and my cmos battery packed in...I think. So I swapped it and everythings been nackerd all night.After three hours hopefully got it back in order!


    Looking at your projector Headwax, how about a bit of motion blur on the sprockets.

  • HeadwaxHeadwax Posts: 9,989
    edited December 1969

    pooh rotten old brownie points ,splines do nothing for me ...I remember when nurbs were all the rage ,what a waste of time they were also.

    Nice work Headwax ...I meant to mention earlier,but I got sidetracked all evening with my computer going on the fritz. Five years old and my cmos battery packed in...I think. So I swapped it and everythings been nackerd all night.After three hours hopefully got it back in order!


    Looking at your projector Headwax, how about a bit of motion blur on the sprockets.

    thanks stu :) great idea for the motion blur! cheers :)

  • HeadwaxHeadwax Posts: 9,989
    edited December 1969

    I can see that cup of coffee going quick smart all over the place.. or is it green tea?
    ha ha, yes, it's just to cover a stain on the carpet from the last movie night ....
  • HeadwaxHeadwax Posts: 9,989
    edited December 1969

    headwax, I’m glad I could help with the fire! The spline object does not need to be complex. The requirement for a cloud or spline object is just an excuse for people to pop their respective editors open and take a look, maybe learn a thing or two, even if all they learn is that they don’t like it! I’m not a huge fan of vertex modelers. Not because I don’t like vertex models, but because I have a harder time translating what I see in my mind, to the screen. I’m currently forcing myself to learn some how to model and use it’s features. Most of it is still greek to me.

    thanks evil :) ah yes, I used to spline for cups and things, doesn't hurt to learn a new skill I think. I'm most intrigued by being able to do 2d work, translate it into epi/ai then bring it into the spline room - would be really handy for Victorian type fancywork etc. So yes, I will try and do something :) you're doing a great job on the challenge btw :)

  • ncampncamp Posts: 345
    edited December 1969

    Lights are coming along. Changed some of the poses and hair.

    Click to see the full size version.

    ncamp

    Cinema_for_Contest_17.png
    1280 x 960 - 2M
  • PhilWPhilW Posts: 5,145
    edited December 1969

    ncamp - this is really coming on and looking good! Do you have ambient turned up though? I'd turn it down or off, or use more Ambient Occlusion, which will help make the lighting more realistic.

  • stu sutcliffestu sutcliffe Posts: 274
    edited December 1969

    Agreed about ambient. I always switch it off straight away,before I start lighting.
    That is looking good ,I can hear the "elevator" music in the background as people are being ushered in!. You also need the blue glow of smart phones on peoples faces...

  • ncampncamp Posts: 345
    edited November 2013

    PhilW said:
    ncamp - this is really coming on and looking good! Do you have ambient turned up though? I'd turn it down or off, or use more Ambient Occlusion, which will help make the lighting more realistic.

    Ambient is set to 0 in the scene. By using more Ambient Occlusion, do you mean turning up the Occlusion Radius?

    ncamp

    Post edited by ncamp on
  • PhilWPhilW Posts: 5,145
    edited December 1969

    If your Ambient is set to zero anyway, then Ambient Occlusion won't do anything. It just looked to me like it was there and lighting up areas that should be in more shadow. (You don't have lights without shadows do you?). Just ignore me and carry on!

  • ncampncamp Posts: 345
    edited December 1969

    PhilW said:
    If your Ambient is set to zero anyway, then Ambient Occlusion won't do anything. It just looked to me like it was there and lighting up areas that should be in more shadow. (You don't have lights without shadows do you?). Just ignore me and carry on!

    The scene is lit by two tube lights at the top. They cast shadows. The render setting is using indirect lighting.

    I believe my lights are too dim and I bumped up the Indirect lighting intensity to compensate. That may be killing my shadows.

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    That scene is coming along really nicely ncamp!

  • ncampncamp Posts: 345
    edited December 1969

    Thanks for all the feedback.

    Here I increased the strength of the lights and lowered the indirect light value back down. Two hours later I got this.

    ncamp

    Cinema_for_Contest_18a.png
    1280 x 960 - 2M
  • DiomedeDiomede Posts: 15,173
    edited December 1969

    ncamp said:
    Thanks for all the feedback.

    Here I increased the strength of the lights and lowered the indirect light value back down. Two hours later I got this.

    ncamp

    Looking good, ncamp. I'd say those are two hours well spent.

    I made some adjustments to the homage to Poltergeist. I replaced the Amaya hair with hair from the Carrara hair modeler. I also made some improvements to the nightshirt that I made for the K4. I am now trying to set up another spline TV that will be showing that scene, with another little kid in front of that.

    Hitting a few snags. I made a flatscreen TV in the spline modeler to host the render of the Poltergeist scene. Unfortunately, when I try anything glows on the flatscreen, I'm not getting light to cast when I set the light color to "object color" or "object glow." It only seems to work when I set anything glows to "light color." I think it is affecting the realism of the second TV.

    Here it is.

    Poltergeist_update.JPG
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    Poltergeist_1.jpg
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  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    diomede64 said:
    ncamp said:
    Thanks for all the feedback.

    Here I increased the strength of the lights and lowered the indirect light value back down. Two hours later I got this.

    ncamp

    Looking good, ncamp. I'd say those are two hours well spent.

    I made some adjustments to the homage to Poltergeist. I replaced the Amaya hair with hair from the Carrara hair modeler. I also made some improvements to the nightshirt that I made for the K4. I am now trying to set up another spline TV that will be showing that scene, with another little kid in front of that.

    Hitting a few snags. I made a flatscreen TV in the spline modeler to host the render of the Poltergeist scene. Unfortunately, when I try anything glows on the flatscreen, I'm not getting light to cast when I set the light color to "object color" or "object glow." It only seems to work when I set anything glows to "light color." I think it is affecting the realism of the second TV.

    Here it is.

    Looking good! Neat concept!

    You could use a spotlight in front of the screen with the angle at it's maximum. I've found the hot point seems to be the origin of the light, so you could push the spotlight avatar into the screen up to the hot point.

  • ncampncamp Posts: 345
    edited November 2013

    I was reading in the Carrara manual (old) and it talked about indirect lighting using the glow channel as a light source.

    This quick render, the main light (only light) is set at 0. Ambient is set at zero. No anything glows lights or anything like that. The texture for the screen was copied into the glow channel. Indirect lighting is on and set at about 500%.

    That might be something to try.

    This was a lighting test, so I did no posing.

    ncamp

    edit, G2M eyes look black regardless of the lighting. Shaders are multiplied by black. Not a function of the glow.

    G2M_Glow.png
    640 x 480 - 103K
    Post edited by ncamp on
  • VarselVarsel Posts: 574
    edited December 1969

    Some great WIP's so far.

    So I had to participate in this as well.
    Here are a couple of my movie watchers.....
    and part of the movie projection equipment. All made with the spline modeler.

    Doc3.jpg
    800 x 600 - 85K
    Doc2.jpg
    800 x 600 - 123K
  • swordvisionsswordvisions Posts: 124
    edited December 1969

    Not sure I am going to have time for this one. Too much real life right now. I hope that I can find a little time to put something together before the deadline.

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    ncamp said:
    I was reading in the Carrara manual (old) and it talked about indirect lighting using the glow channel as a light source.

    This quick render, the main light (only light) is set at 0. Ambient is set at zero. No anything glows lights or anything like that. The texture for the screen was copied into the glow channel. Indirect lighting is on and set at about 500%.

    That might be something to try.

    This was a lighting test, so I did no posing.

    ncamp

    edit, G2M eyes look black regardless of the lighting. Shaders are multiplied by black. Not a function of the glow.

    The standard fix for the black eyes when using Skylight or Indirect Light is to makes sure that the Light Through Transparency checkboxes in the standard render settings and the GI settings are enabled. A total of two checkboxes. It's something even the most experienced users forget to do from time to time. ;-)

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Very nice characters Varsel!

    Swordvisions, I sure hope you find the time to participate!

  • ncampncamp Posts: 345
    edited December 1969

    ncamp said:
    I was reading in the Carrara manual (old) and it talked about indirect lighting using the glow channel as a light source.

    This quick render, the main light (only light) is set at 0. Ambient is set at zero. No anything glows lights or anything like that. The texture for the screen was copied into the glow channel. Indirect lighting is on and set at about 500%.

    That might be something to try.

    This was a lighting test, so I did no posing.

    ncamp

    edit, G2M eyes look black regardless of the lighting. Shaders are multiplied by black. Not a function of the glow.

    The standard fix for the black eyes when using Skylight or Indirect Light is to makes sure that the Light Through Transparency checkboxes in the standard render settings and the GI settings are enabled. A total of two checkboxes. It's something even the most experienced users forget to do from time to time. ;-)

    That has bit me a couple of times, but G2M comes in with strange eye shaders. Attached is the Sclera. As you can see the texture sources are being multiplied by black. If you move the texture map on each node up one level, they render as expected.

    ncamp

    ShaderEyes.png
    650 x 500 - 87K
  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    ncamp said:
    ncamp said:
    I was reading in the Carrara manual (old) and it talked about indirect lighting using the glow channel as a light source.

    This quick render, the main light (only light) is set at 0. Ambient is set at zero. No anything glows lights or anything like that. The texture for the screen was copied into the glow channel. Indirect lighting is on and set at about 500%.

    That might be something to try.

    This was a lighting test, so I did no posing.

    ncamp

    edit, G2M eyes look black regardless of the lighting. Shaders are multiplied by black. Not a function of the glow.

    The standard fix for the black eyes when using Skylight or Indirect Light is to makes sure that the Light Through Transparency checkboxes in the standard render settings and the GI settings are enabled. A total of two checkboxes. It's something even the most experienced users forget to do from time to time. ;-)

    That has bit me a couple of times, but G2M comes in with strange eye shaders. Attached is the Sclera. As you can see the texture sources are being multiplied by black. If you move the texture map on each node up one level, they render as expected.

    ncamp

    That's good to know. I'm going to guess that with Ringo's Carrara optimized shaders, it's not an issue, but rather Carrara's translation of D/S shaders?

  • DiomedeDiomede Posts: 15,173
    edited December 1969

    ncamp said:
    I was reading in the Carrara manual (old) and it talked about indirect lighting using the glow channel as a light source.

    This quick render, the main light (only light) is set at 0. Ambient is set at zero. No anything glows lights or anything like that. The texture for the screen was copied into the glow channel. Indirect lighting is on and set at about 500%.

    That might be something to try.

    This was a lighting test, so I did no posing.

    ncamp

    edit, G2M eyes look black regardless of the lighting. Shaders are multiplied by black. Not a function of the glow.

    Reading the Carrara manual? Who did you bribe to get that? Just kidding. Thank you for the tips. I'll do some tests with the indirect lighting. I'll also try the spotlight suggestions. The fact that the glow is working for some settings (light color) and not others (object glow and object color) makes me think there is something more fundamental going wrong. I suspect the spotlight approach or some other way of mimicking the screen light may end up being more practical.

    Varsel, looks like you are off to a good start with the spline modeler.

    Appreciate the helpful hints, everyone.

  • ncampncamp Posts: 345
    edited December 1969


    ...
    That's good to know. I'm going to guess that with Ringo's Carrara optimized shaders, it's not an issue, but rather Carrara's translation of D/S shaders?

    I was going to go through and start fixing them, but then I decided just to buy Ringo's shaders when they came out.

    ncamp

  • VarselVarsel Posts: 574
    edited December 1969

    Some more spline models.

    The only thing that are a vertex model is the glowing thing on the projector.....

    Doc4.jpg
    800 x 600 - 214K
  • ringo monfortringo monfort Posts: 945
    edited December 1969

    Wow, I see lost of great work in this thread!!!!

  • PhilWPhilW Posts: 5,145
    edited December 1969

    Varsel, you are doing some great work with the Spline modeller, very impressive!

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    diomede64 said:
    ncamp said:
    I was reading in the Carrara manual (old) and it talked about indirect lighting using the glow channel as a light source.

    This quick render, the main light (only light) is set at 0. Ambient is set at zero. No anything glows lights or anything like that. The texture for the screen was copied into the glow channel. Indirect lighting is on and set at about 500%.

    That might be something to try.

    This was a lighting test, so I did no posing.

    ncamp

    edit, G2M eyes look black regardless of the lighting. Shaders are multiplied by black. Not a function of the glow.

    Reading the Carrara manual? Who did you bribe to get that? Just kidding. Thank you for the tips. I'll do some tests with the indirect lighting. I'll also try the spotlight suggestions. The fact that the glow is working for some settings (light color) and not others (object glow and object color) makes me think there is something more fundamental going wrong. I suspect the spotlight approach or some other way of mimicking the screen light may end up being more practical.

    Varsel, looks like you are off to a good start with the spline modeler.

    Appreciate the helpful hints, everyone.

    What I did for this one was to use the image I wanted projected on the screen as a gel for a spotlight. Because the spotlight creates a round circle, I made the aspect of the gel image square in Photoshop and filled the base layer with black. I pasted the image to be projected in another layer and left it at the rectangular aspect. There should be a black border at the top and bottom of your image which will make it look letterboxed.

    I then loaded the image as a light gel in Carrara. Where there is black in the gel, no light gets through. To simulated reflected light from the screen, I used a spotlight with the half angle set to max. The range and falloff are kind of dependent on the scene, but I suggest a high fall-off.

    I also used a toned down light cone which is set to use the gel as well.

    Holocene_Park_screening.jpg
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    holocene_splash.png
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  • ncampncamp Posts: 345
    edited December 1969

    I wondered if the gel would work like that. I may need to give it a try.

    ncamp

  • VarselVarsel Posts: 574
    edited December 1969

    Some more spline models.

    The spline modeler was my first love .... ;-) back when Carrara didn't have any vertex modeler.

    I do still remember how it was...

    Doc5.jpg
    800 x 600 - 103K
  • PhilWPhilW Posts: 5,145
    edited December 1969

    Most impressive - and you clearly go further back with Carrara than I do!

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