Hi,
A current wip:
All comments welcome!
flipside
Hi,
A current wip:
All comments welcome!
flipside
nice…I especially like the bed covers…lighting is good too..it matches he background pic.
where is the glass??
nice work so far ![]()
paul.
that wood is damn sexy :shock:
looks splintery to me…ouch
cool.
i think your background horizon is a little too low though.
nik
I thk the background too sharp and high contrast, add few opacity for the glass or blur the map. I love the drape. Goood color and lighting!
:shock: :shock: dang the bed look ultra realistic!!@!# nice mtl too…can u tell me how did u do the mtl for the fabrics ?? :?: :lol:
Nice work. Just one small comment, in the left window you can see where the sky has been mirrored. You should move the background slighty so it’s not in view. ![]()
Matt
oh yea… :lol: :lol: :lol: :lol: :lol:
Flipside very nice how did you do the bed cover by modeling or with a plugin? ![]()
Great great looking bed and floor .)
But I guess you need more detail at the windows and you should think about the dark areas on the ceiling.
Very nice my friend, but the background appears to be a little low on resolution.
Keep the good work
Yours ![]()
thanks for the comments!
The bedspread is done with simcloth. I dropped a plane onto the bed, and while it’s falling, I pulled and rotated the top edge, and released it again so it folds. Afterwards when the calculation is finished, I give the plane thickness with solidify plugin (great tool!) and add a meshsmooth to it so that it looks smooth at the edges too. Then there’s a bitmap on it with uvw modifier that gets bended by simcloth so the texture always looks good. The material is done with a mask map in the self illumination slot of a std material. In the two slots are two falloff maps. First is set to perp/parr with adjusted curve to simulate fresnell effect. The second is a shadow light falloff with adjusted curve also.
Is it obvious that the things in the windows are not curtains but wooden panels that you can slide rotate to close?
The background is not wide enough, so I had to tile it… I’ll make it wider in photoshop bacause I want the tree where it is now.
Any suggestions for window details?
The render is not about the room, it’s for a product that is not displayed now because I can’t show it.
The dark areas are there because lighting comes from skylight and vraylights. I have to think of a way to fake the light coming more from horizon height only.
The bed looks really nice but it seems that the farthest angle is being lit by a light that is almost white. If it’s a polyester type fabric then I think there would be a nice reflection on the edge like what appears to be there but it wouldn’t be that white. Same with the window sill. The floor looks great too. Is it modeled?
--Jon
the window doors are obvious as door panels…as for the windows details, if the room is not the focus of the composition, then I would do somethiong simple so that they don’t take away from the product you’re trying to display…
paul.
flipside - i haven’t used the simcloth much, i’m keen to know how did you grab the plane while it was falling?
nik
lol I was wondering the same thing
Well with simcloth you can attach points of the mesh to certain objects. You need to go into the sub object selection of the simcloth modifier. There you can select some points and save the selection. In the saved selection options you have an attach option. I made three selections (top left, top middle and top right of the blanket) and attached each selection to a sphere ± in the same place of the selected points. Then I grouped the spheres and animated their movement (slide and rotate). This way it pulls the cloth like you want to. You can also animate the attach option, to release the cloth.
Refer to the help files also on the attach option.
Here’s a small anim I made for fun. The spheres are hidden but it shows how I animated the cloth.
But the most important thing I did was that I started with a simple plane without thickness. If you would use a box, it behaves like a bag (it will blow up) and it takes way longer to calculate.
http://users.pandora.be/stor1/vray/anim04\_divx.avi
divx movie!
The floor is texture in diffuse and displacement. Also map in reflection slot to prevent the lines from reflecting.
thanks for comments,
flipside
damn that’s cool!
Wow! That is awesome. ![]()