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[Official] - The OCN Google SketchUp Thread! - Page 21

post #201 of 670
Thread Starter 
:O that thing is mad! Don't tempt me
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post #202 of 670
I know this is a sketchup thread; but I may be giving CATIA a try
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post #203 of 670
Anyone know where to download some materials for 3DS Max? It seems all these third-party renderers have websites with user-posted materials, but I couldn't find anything like that at the Autodesk website.

As a side note, I modeled my computer case, the Lian Li PC-7 plus II. It's not textured at the moment, it's still solid white, but it's pretty much done. Only thing I don't have is the PSU hole. Doing it the same reason you did yours, oliver, so that I can plan out my WC build for this summer.
Edited by Maian - 4/19/10 at 7:31pm
post #204 of 670
Quote:
Originally Posted by Azm0deous View Post
Hi all, I use 3d software at work (AutoDesk Inventor) and also like to play with google sketup. Not sure if this has been posted or not but I would suggest getting a http://www.3dconnexion.com/products/spacenavigator.html these things are great for 3d applications and can save a ton of time I am not sure if I could ever go back to the old way of orbiting around since its a pain without it now.
Yeah, they are pretty handy, especially for heavy duty CAD software. I am curious why you wouldn't suggest this one though:
http://www.3dconnexion.com/products/spacepilot-pro.html
I mean, we spend thousands of dollars on parts that most people never even see, why not show off a little on the desk?

It makes me feel like I need to build a throne with this built into the left armrest and a mousepad on the right one...
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post #205 of 670
My spacenavigator doesn't even work with my ACAD 06. Lame.
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post #206 of 670
Thread Starter 
Modelling and Rendering a Glass - Part 2

Please see part 1 BEFORE attempting this part of the tutorial: http://www.overclock.net/9039931-post186.html

Requirements


Initial Steps


Part 1



Start Kerkythea (from now on known as KT) and open the XML file we exported at the end of Part 1.



Once opened, make sure you are now in perspective mode - go View -> Adjust and select 'Perspective'.



Hit 'V' on the keyboard to switch from wireframe to textured. You should see a rough representation of the materials you applied in SketchUp. Use the positioning tools to adjust your camera to a decent angle for rendering (make sure the glass is inside the dotted box).



Note: KT organizes object by the material they have. If you have two objects with the same material on, KT sees them as a single object, even if they are not connected. There is no way to separate them once in KT, if you want them separate you must split them in SketchUp by giving them different materials each.

Click on the straw. In the list on the left a star should appear by one of the materials. This shows that you have selected a material. You can also double click a material in the list on the left to select it and the linked geometry.



We need to put a floor in. Go Insert -> Models -> Basic Primitives -> Ground Plane.



Now we need to create some lighting and environment. This can very easily be achieved with the studio HDR images I linked to in part 1. If you followed the instructions in part 1 these should be installed. In KT, HDR images like this are called 'Globals'. Go Insert -> Globals -> Studio-Skies and select Studio 22. I found this one to work quite well straight off. You can try others as you wish though.



The floor needs a material. Select it then right click the material in the list on the left. Go Apply Material -> Lis LR Floors and choose one you like.



Next select the glass and apply the material shown above.



We need to double check that the settings for the glass material are correct and will give us the results we want for realistic glass. Right click the glass in the left column and click 'Edit Material'.



Make sure that the 'Index of Refraction' is set to 1.52. This is the IOR of glass, here is a list of IORs: http://www.robinwood.com/Catalog/Tec...IndexList.html



Next select the liquid.



Apply the material shown above.



Then right click -> edit the material for the liquid. At the moment the IOR is set to that of dielectric glass. We need to change it to 1.607, the IOR of water. Change it and hit apply.



Next, apply the material above to the straw.



Now go and edit this material. We need to change the colour. In the list on the left of the editing window, click '#0 [Matte/Phong]'.



Double click on the yellow box next to 'Diffuse'. A colour selection window will pop up.



Change the colour to whatever you like in the window and apply it. Then apply and close the editing window.



Now we are ready to do a test render. Hit the button with the running green man on it.



In the window that pops up select the settings above.



You can check how the render is doing, or see the final result by clicking the button with a tree on it next to the render button.



After rendering you should end up with something like this.



In part 3 we will refine the render some more and work on some DOF.
Edited by oliverw92 - 6/12/10 at 9:50am
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post #207 of 670
Thread Starter 
Modelling and Rendering a Glass - Part 3

Please see part 1 and 2 BEFORE attempting this part of the tutorial: http://www.overclock.net/9039931-post186.html http://www.overclock.net/9163210-post206.html

Requirements


Initial Steps


Part 3



Picking up straight where we left off, one of the main issues of our first render was the floor. The scale of it was completely wrong - the 'planks' were tiny compared the glass and it ended up with rough looking 'sparkles' on the floor. To fix this we need to adjust the scale. Zoom out a bit from the model.



With the floor selected, click Tools -> Bitmap Coordinates. A window will pop up.



Drop the 'X' and 'Y' scales down to make the flooring appear 'larger' in relation to the glass.



I also wasn't a fan of the global i had chosen, so i changed it to the one above.



I then rotated the viewpoint around a little and re-rendered. This gave a much better result, however the floor is now perfectly flat and has no grain to it.



To fix this, go back to the Bitmap Coordinates window and select the 'cube' instead of 'UV'. You can now bring the 'x' and 'y' scales up a little bit.



Re-render and it is improving!



We are now going to add some Depth of Field (DOF). You can read more about DOF here: http://en.wikipedia.org/wiki/Depth_of_field (good read to give you an idea of terminology etc). Try and position the viewpoint to a good rendering view, then go Insert -> Camera.



If you zoom out and click on the camera in the list on the left, you can see the physical shape of the camera and its view area. Where the orange pyramid ends is where the camera will focus. You can drag this back and forth using the group of coloured arrows on the left of the bottle in the picture above.



Drag the arrows so they are around the front of the glass.



You can look at where your camera is by right clicking it and selecting 'Go To/Follow'



Now we need to create some depth of field! At the moment the rendering engine is still going to render the entire 3D model in focus. Right click the camera and click 'Edit Camera'



Change the settings to the ones shown above.



Now click the render button. Copy the settings above, then hit apply. After hitting apply, CLICK CANCEL!



Go to Render -> Setup. This window will pop up. Change the settings to the ones shown above. This helps to remove jagged edges, 'sparkles' and black and white dots.



Go to the second tab and copy again (the only changes are turning 'Specularities' on)



Close the window, then hit the render button. Copy the settings above (they should be that already)



Looking good! The depth of field is a little narrow, however. The top of the straw is out of focus, even though it is only a few relative centimeters from the front of the glass that is in focus.



We can solve this by raising the f-number a little in the 'edit camera' window. I put it on 5.6.



I also re-adjusted the positioning of the focal point.



The glass now seems much more in focus, although possibly too much! Playing around will get you the settings you think work best, you just have to experiment.



Now lest make the scene a little more interesting! Select the straw, liquid and glass.



Hit Edit -> Duplicate.



Select the 'new' liquid material and right click -> edit. Double click the blue box next to 'refraction' and change the colour to whatever you like.



Duplicate again, change the colour again and then move the glasses into a line (when you duplicate they appear in exactly the same place as the original).



Do a test with the settings you use last. The DOF is too wide for me at the moment.



So dropped the f-number down to 4



For your final render, you should setup your render like the above.



You are now ready to do the final render.



It will take a long time, but you will end up with something like the above! You can also see i rotated the glasses around so the straws went in different directions.




I hope you have enjoyed the tutorial, please show me your results!
Edited by oliverw92 - 6/12/10 at 9:50am
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post #208 of 670
Oli, man... You are pure action.

Now if only you looked like a window


Sorry, I coudln'et help it.
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post #209 of 670
Mirror, mirror, on the wall.
Who's the prettiest window of them all?
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post #210 of 670
Thread Starter 
Quote:
Originally Posted by xxbassplayerxx View Post
Oli, man... You are pure action.

Now if only you looked like a window


Sorry, I coudln'et help it.
Quote:
Originally Posted by Krusher33 View Post
Mirror, mirror, on the wall.
Who's the prettiest window of them all?


Lol
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