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Carrara Challenge 3: PARADISE LOST AND FOUND. Work In Progress (WIP) thread.
Posted: 05 September 2013 06:16 PM   [ Ignore ]   [ # 376 ]
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@diomede64, I really like your “Two tickets to paradise” image, really nice modeling, especially that keyboard.

Thanks.  I find Carrara’s modeling tools very intuitive, and I like that there are several different modeling types (vertex, spline, etc.).  Plus, one can model in the assembly room and uvmap/paint directly on the mesh. I think C’s modeling is overly criticized, given how well it can be integrated into everything else Carrara does.  Having said that, I hope C9 upgrades the modelers.

I just perused the final entry thread.  Wow!  I don’t know how I can omit anyone’s entry.  So, I’ve decided to be totally selfish.  Just what have each of you done for me, eh?  For example, in another thread, FD set a pretty high bar by explaining, step-by-step, how he created his ocean. Well, if you want my vote,....

Just kidding, I’ll count the number of cows.

But seriously, thank you HeadWax for starting these monthly contests, and Antara for doing such a great job leading this month, and the participants (like FD, etc) for generously explaining what and how you do what you do.  I hope that more people with my level of experience/skill choose to participate.  I feel like a high school baseball player who gets a chance to attend a pro training camp.  (For you Aussies/Brits, baseball is a sport :>)

P.S.  Wendy, please, please, please, render one of your frames as an entry.  You are such an inspiration.

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Posted: 05 September 2013 07:05 PM   [ Ignore ]   [ # 377 ]
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As promised, the unedited render of my first entry. Time to post the final version smile.

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Posted: 05 September 2013 07:54 PM   [ Ignore ]   [ # 378 ]
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Dartanbeck - 05 September 2013 06:02 PM

Wow! All of you… Wow!
Such talent. You are all really oozing with creativity… Wow!

now Dart, we are still awaiting your WHIP err I mean wip smile

 

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Posted: 05 September 2013 07:56 PM   [ Ignore ]   [ # 379 ]
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diomede64 wrote

But seriously, thank you HeadWax for starting these monthly contests, and Antara for doing such a great job leading this month, and the participants (like FD, etc) for generously explaining what and how you do what you do.  I hope that more people with my level of experience/skill choose to participate.  I feel like a high school baseball player who gets a chance to attend a pro training camp.  (For you Aussies/Brits, baseball is a sport :>)

P.S.  Wendy, please, please, please, render one of your frames as an entry.  You are such an inspiration.

It’s a pleasure to see what people come up. I’m really enjoying seeing how people approach the subjects, both thematically and techniquely - for example your experiments with different rendering techniques and references to tradituional subject matter.

and yes Antara has done an amazing job! I hope she wins this one as well wink

Wendy, don’t be shy!

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Posted: 05 September 2013 07:58 PM   [ Ignore ]   [ # 380 ]
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Antara - 05 September 2013 07:05 PM

As promised, the unedited render of my first entry. Time to post the final version smile.

A lovely work - in the best sense of the word. smile The image gives a feeling of warmth and intimacy. It’s almost as if the viewer themselves is intruding on the scene.

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Posted: 05 September 2013 08:36 PM   [ Ignore ]   [ # 381 ]
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evilproducer - 05 September 2013 01:12 PM

I like both versions. Maybe dialing the blur back a pixel or so would give the best of both worlds! I know another commented on the sunbeams effecting the image. Did you do the sun-beams in post, or are they Carrara’s light cones?

BTW, the detail is amazing!

Thank you. The sun beams were done in post (I posted the background and foreground layers earlier, and those are the only things that came out of Carrara, the glow on the water, the sun beams and the blur was done in post), but I am using the Distance pass to control the appearance of the beams… and blur… and water glow… The Distance pass is the best thing since sliced bread! smile I don’t know how people live without it smile.

An extra note: I had to do some work on the Distance pass, though. I rendered the original background layer image with 4-pixel object and shadow accuracy (to save render time). And those are the things that show up in the passes. So I had to first blur the pass to get rid of bad edges. Also, each Distance pass has relative grey-scale gradation (a scene with one object close to camera and one very far will have different value=distance relationship than a scene with 2 objects close together). So when I was combining Distance passed from my 2 layers I had to first apply some curves to bring them to a more similar relative scale.

head wax - 05 September 2013 05:47 PM

Fantastic! Literally smile Ahh I like the one with the blur the best too, It concentrates our attention even motre on the woodland sprite. Beautifully done, you’ve pulled off what might have been an unbalanced compostion with ease. Now I’m looking for a bird or tow flying through the trees. And butterflies in the shards of light smile  And a sparkle in the wood sprites eyes? Maybe not wink

Thank you! smile
I’ll give you sparks in the eyes smile I actually forgot that I reduced opacity on my Specular layer when I was exporting these as jpgs, so the sparks were always meant to be there smile. No birds, but I will look into butterflies, if I have time. (not likely)

diomede64 - 05 September 2013 06:16 PM

But seriously, thank you HeadWax for starting these monthly contests, and Antara for doing such a great job leading this month, and the participants (like FD, etc) for generously explaining what and how you do what you do.  I hope that more people with my level of experience/skill choose to participate.  I feel like a high school baseball player who gets a chance to attend a pro training camp.  (For you Aussies/Brits, baseball is a sport :>)

P.S.  Wendy, please, please, please, render one of your frames as an entry.  You are such an inspiration.

I am very happy that you are enjoying this challenge. Your work here has been an inspiration to me, so I am very selfishly happy about you joining too smile. I think this is the most fun way to learn something - with like-minded people, doing something interesting together and helping each other. So I hope these challenges continue.

head wax - 05 September 2013 07:56 PM

and yes Antara has done an amazing job! I hope she wins this one as well wink

Um, no. Not happening. And even if the collection of excellent images in the entry thread do not convince you, I’ve got a rule to prove it! So, tongue laugh
...You, however, are no longer safe this month… smile

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Posted: 05 September 2013 09:15 PM   [ Ignore ]   [ # 382 ]
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Antara - 05 September 2013 08:36 PM

The Distance pass is the best thing since sliced bread! smile I don’t know how people live without it smile.

An extra note: I had to do some work on the Distance pass, though. I rendered the original background layer image with 4-pixel object and shadow accuracy (to save render time). And those are the things that show up in the passes. So I had to first blur the pass to get rid of bad edges. Also, each Distance pass has relative grey-scale gradation (a scene with one object close to camera and one very far will have different value=distance relationship than a scene with 2 objects close together). So when I was combining Distance passed from my 2 layers I had to first apply some curves to bring them to a more similar relative scale.

The distance pass is very useful, except that it is limited to 8 bits (256 levels), which is partially responsible for gradation you indicate. Although 16 bit tiff is present as an export option, only 8 bits are saved. Daz is aware of this

What you can do to normalize the effect of changing distances (and therefore changing the greyscale values so they are not consistent) is construct a rig or use reference objects that encompasses the nearest and furthest objects you want to render. It could even be as simple as having one object at the closest distance and another at the furthest distance. As long as these two objects are consistently visible to the camera, your grey scale values will always be in sync no matter what objects changes in between.

It would be ideal if the rig or reference objects worked into to your scene so you did not have to remove them later in post work.

Something I have not tried yet is to find out how small the rig or objects can be and still limit the range. Maybe its possible that if they were small enough, they might be invisible in the rendered image and you would not have to get rid of them later.

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Posted: 05 September 2013 09:29 PM   [ Ignore ]   [ # 383 ]
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Antara - 05 September 2013 08:16 AM

Thank you! I’ve been trying to do something about that water. Please let me know whether it’s better, or am I overkilling it?

All these versions have merits, but my preference is for the previous version without the sparklies on the water. Perhaps something in between would be better.

These are great renders, and I think you have really shown what Carrara can do. There’s a cinematic quality here, and I think your scene would be stunning as an animation.

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Posted: 05 September 2013 11:18 PM   [ Ignore ]   [ # 384 ]
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cdordoni wrote

The distance pass is very useful, except that it is limited to 8 bits (256 levels), which is partially responsible for gradation you indicate. Although 16 bit tiff is present as an export option, only 8 bits are saved. Daz is aware of this

What you can do to normalize the effect of changing distances (and therefore changing the greyscale values so they are not consistent) is construct a rig or use reference objects that encompasses the nearest and furthest objects you want to render. It could even be as simple as having one object at the closest distance and another at the furthest distance. As long as these two objects are consistently visible to the camera, your grey scale values will always be in sync no matter what objects changes in between.

great idea thanks for sharing :0
and it’s a good idea to leave infinite planes out of the scenario !

someone put me onto object index courtesy of one of these challenges - that’s been a real plus as well

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Posted: 06 September 2013 01:13 AM   [ Ignore ]   [ # 385 ]
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ok, part one and two

HUH it is still rendering and it SAVED!!!!

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Posted: 06 September 2013 02:54 AM   [ Ignore ]   [ # 386 ]
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Oh she’s a cereal fanatic Wendy haha! Love the drooling!! snake

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Posted: 06 September 2013 03:19 AM   [ Ignore ]   [ # 387 ]
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Spyro - 06 September 2013 02:54 AM

Oh she’s a cereal fanatic Wendy haha! Love the drooling!! snake

Worse, she is a cereal killer

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Posted: 06 September 2013 05:04 AM   [ Ignore ]   [ # 388 ]
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posted in contest thread as insisted by some
(really only in for fun and support comp)
fantastic renders by everyone, love Antara’s render and Headwax

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Posted: 06 September 2013 05:19 AM   [ Ignore ]   [ # 389 ]
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Philemo - 06 September 2013 03:19 AM
Spyro - 06 September 2013 02:54 AM

Oh she’s a cereal fanatic Wendy haha! Love the drooling!! snake

Worse, she is a cereal killer

HAHA she might just kill me if I get too close to that bowel.


Hey cool wendy! Nice work cheese Hands looking much better since the last

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Posted: 06 September 2013 08:23 AM   [ Ignore ]   [ # 390 ]
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I’m almost where I want to go.

I’ve improved on all the most visible flaws (rocks, wings).
Postwork is becoming more important and I will post all the details once I’m done with it.

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