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#1 (permalink) |
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Veteran Member
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I had posted this on CGtalk when someone asked for ideas about wood floors, might as well put it here, as well.
This bit of floor (c4d file, some polys and 1 mat) was a combination of mapping and modeling--no textures--just shaders within Cinema. The mapping will fall apart if moved even a little. But the texture tag, if applied to a single plane shoud behave nicely. It would need to be rotated 45 degrees using the texture tool for a regular floor. It is a piece of the floor in this illustration: ![]() |
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#2 (permalink) |
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Senior Member
Join Date: Jul 2002
Location: Denton, TX
Age: 33
Posts: 385
Name: Eric Adams |
Wow Ernest, I've not seen this image before. It's spectacular! Mind sharing a bit of your process for creating the image? Particularly about your post-processing method?
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#3 (permalink) | |
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But in a short version-- I take a regular GI raytrace and add noise, play with contrast and saturation. That's it. Thanks for the kind words, too! |
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#5 (permalink) | |
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Stephen Would you DL the file and give me an opinion on the shader? It's a frankenstein, but I was pleased with the results. I wonder what you think? |
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#7 (permalink) |
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Veteran Member
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Ernest,
This rendering is sweet. I really like what you do to your images in post-production. If I'm not mistaking, it looks like you apply a reflective material to some of your geometry just to get a reflection pass and then use it as a layer in Photoshop. I've learned tons just by looking at and analyzing your beautiful renderings. Thanks for sharing. Ernesto |
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#8 (permalink) | |
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#10 (permalink) | |
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Area shadows are so slow, along with its beautiful 'stochastic' rendering mode. Too slow for production. Ah, but now I have Maxwell, and....oh. It's slow, too. Nice shadows, though. Besides, I have always used sharp shadows or sunlight, because that was just what you do. And I think in reality that shadow would still be fairly crisp. |
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