First post - inspired by thirst :)

Hello to everyone!

This is a very recent side project I have been working on at Teabag Studios…the scene composition and lighting are still being modified at the moment so i would say this is just a alpha final :slight_smile:

C&Cs very welcome…

Martin Zmeskal
Teabag Studios

Hm. Seems very “clean” for bottle glass. Maybe put some bump ? And I really don’t like that much caustics :wink:

the thing is that i have already a map that i am using for displacement in my bump slot…i reckon i could put some noise in the glossy reflection slot …and i ll lower the caustict they are a bit over the top…

cheers

btw…the glass i have on my table is pretty clean..:wink:

Looks great! The caustics need a bit of refining, otherwise super job! :slight_smile:

Nice bottles! Your lables need a little more shineyness and need contrast, and your bottle tops are a bit too chrome like, otherwise I’m gettin’ thirsty too.

You can use a mix map, and have the noise appear only on the areas where the displacement map is black, or simply mix the two maps 50% each (or whatever percentage suits you).
In case the bump on the logo gets dimmer, raise the output value for the logo bump map.

nice render, btw.

Lele

Love it.

Well done!!

Is your company seriously named “teabag”?

nice bottle. really.
what method do you use for the bottle if i may know ?

Seems like it’s a lathe for the actual model itself and a displacement map to make the logo and other small details - They’d be far too irritating to model in :slight_smile:

hehe. i was thinking the same thing. hopefully, it’s come from a different place from where our minds currently reside. :smile:

Thanks for comments everybody…
…here is the updated version where the glass surface was distorted a bit by noise in the bump slot with a very small grain (0.01mm) and no blur …i am not still sure about it though…
The caustisc were improved and i am satisfied with the result as well with the contrast and shininess of the label…
The cap still needs some tuning…ill probably build it again with more detailed geometry…

The model is a lathe, split when modelled so i could use 2 different uvw for the bottom of the glass and for the body…then i used 3d displacement with 1.0 pixel definition.

To studioDIM: Thanks for the tip!
To timmatron: The comapanys name creation is surrounded by mystery:)

Looks good mate.
Personally i would prefer a brighter image and stronger caustics.. more like the first ones.

Just the image seems a little to dark for me.

damn it.. im thursty.. :lol:

I also like the “clean” version better…
do you see the image darker? because on my monitor i can see the image with the same level of brightness…
or it might be the stronger caustics that make the image somewhat darker…

does this dispell the mystery?

:lol:

hmmm the monitor at work was abit dark it does look a little brighter at home. However I was comparing the 2 pictures I was meaning in general. I would have choose a brighter image over all perhaps its the label, just seems abit dull to me.

And the brighter caustics certainly do help spark things up abit.

we have littl ebi of confusion about the whole LWF at the moment…sometimes i render on a CRT, sometimes on LCD…i dont even know if i am using the whole LWF right…ive patiently read through all the topics but i am getting more and more confused as i read further…

My LCD seems to be set to gamma 1.0 (as it says in monitor properties)…if I use lukx LWF tutorial (system gama 2.2, input 2.2, output 1.00 and gamma mapping to 1/0.454) i get washed out renders…

the images were all rendered with system gama 1.0/in1.0/out/1.0 plus gamma correction 1/1…the first on was rendered on my LCD…the second one on CRT with exactly the same settings…

I am starting to get pretty desperate as ive read through everything…

Any suggestions?

hi:

u get whased out results because there s too much light…try to redo ur light settings by reducing the multipliers till u balanced them on spot…
:wink:

u have to callibrate ur monitor as an independent step to optimize the way ur display quality…u can search some older threads…throb s thread for example, where we has shed some light on that subject and introduced all this lwf here… :wink:

You may also need to correct your maps. Put color correct on all your maps and color swatchs and see how that goes.
Changing the light may not help that. So color correct or PS work still be necessary for the texture maps.

Also you just ran out of bandwidth at your image host :slight_smile: time to find a new .. better one.