Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 61 18-01-2013 , 01:47 AM
EduSciVis-er
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Started doing some modelling. Got about 35-40 different models to make, both organic and hard surface. The mouse will be the most challenging for sure.

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# 62 18-01-2013 , 03:47 AM
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looking good mate! good luck

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 63 31-01-2013 , 09:51 PM
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Alright, I'm working on my first shot, and I'm about ready to go, but I've been struggling with materials. Well struggling is a bit extreme; I've been learning lots having never really used mia mats or linear lighting before, but there's a couple things I'm not happy with here:

The black box has some significant artifacting (this shows up in the render, not just the jpg). I have a feeling this has to do with something sampling something, but I'm not sure where to start. I've mainly got an area light and FG off an HDR sphere. I also notice that you can actually see my wires (look from screw to screw), which is weird, cause it's definitely planar. Thanks for advice on this, or any other problems you notice.

I'll probably be turning over shots on an exponential basis (i.e. first shot, 1 month, 2nd - 2 weeks, 3rd - 1 week, 4th - 4 days... oh dear.)

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# 64 01-02-2013 , 12:06 AM
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Well I think I figured it out... it seems that the grey color for the reflection was the issue. The tooltip says "Generally kept as white" and when I did that, it smoothed out. I'm going to drop down the caustic intensity too... it looks like the light is gaining energy as it goes through the glass.

# 65 01-02-2013 , 04:03 AM
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What does your hypershade look like? Are you applying a gamma correct of .454 to anything not black? Are you doing color management to a linear->srgb output in the render to 16/32 float in the frame buffer?

# 66 01-02-2013 , 01:43 PM
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Yeah, I'm gamma correcting (or rather un-gamma correcting, as I feel is somewhat more accurate) all the color inputs (including gray). And it's linear to sRGB. As I posted above, I think the problem was my reflective color. It's just a weird thing. Mental ray be crazy.

# 67 14-03-2013 , 01:45 AM
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I realize I haven't posted much from my project here, but I've been posting on my blog and facebook and stuff if anyone's really curious. Anyway, enough self-promotion.

From shot 1 and 2:

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# 68 14-03-2013 , 01:47 AM
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And the current shot in progress and my interactive Unity work:

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# 69 14-03-2013 , 10:00 PM
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Give us a clue Stwert what are we looking at, shots 1 and 2 look good. Shot 3 is that the sole of a politision withered and dyinguser added image..................dave




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Last edited by daverave; 14-03-2013 at 10:07 PM.
# 70 14-03-2013 , 10:36 PM
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Haha, that's dynein (https://en.wikipedia.org/wiki/Dynein) it carries vesicles along structural components of cells, sort of like roadways. I'm working on the lighting and texturing, and by Monday I'll have the shot done to some extent, so I can put the animation on vimeo to share.

# 71 18-03-2013 , 01:01 AM
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Dynein walking fluorescent vesicles along microtubules

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# 72 19-03-2013 , 01:18 AM
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# 73 19-03-2013 , 05:53 PM
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HEy Man


Great thread. Looking forward for the finished version. Animation is also looking good.

How did u make those nice glowing green ball..user added image?

# 74 19-03-2013 , 07:03 PM
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Thanks, I used mia_light_surface with final gather and added some glow in After Effects.

# 75 19-03-2013 , 11:14 PM
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I have to ask the question why is the bug thing walking up the stem like a some sort of dandy...............dave




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