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Roasting Pan Handle

Rhino 3D Realism posted on Jun 27, 2003
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Description


This was modeled in Rhino and rendered in Flamingo. It is a roasting pan handle that is now in production. Most of the projects I work on end up leaving with little time to make realistic images, so making a photo-real image was the goal of this rendering. Hope you like it! Hooper

Comments (7)


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DatJongetje

2:04PM | Fri, 27 June 2003

I like it a lot. Excellent lighting, materials and presentation. I have only one small thing, there is a little bit of a repetition in the texturing (or it's an effect of the shadows) in the surface that they are resting on. To enhance realism you could try to minimise that effect. The other tip I have is trying to add a caustics effect to the image. The reflective surface of the handles suggest a lot of light, this should reflect a little bit onto the surface they are resting on.

Besides my nitpicking (sorry for that) this is a great image, I never got my metals to look as crisp as you did in this image. Kudos. :)

Rhoo

2:26PM | Fri, 27 June 2003

No I don't mind nitpicking at all, I love constructive cristism! I view it as a learning tool. Thanks for your feedback, good points on both accounts!

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sabbathian

2:46AM | Sat, 28 June 2003

Looks great, very realistic !

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Smallworld

6:11AM | Sat, 28 June 2003

Thats the most realistic Flamingo image I have seen yet. Fantastic. Any chance of mini tut on how you achieved that wonderfull metallic look and what lighting you used?

Dutch_Wally

3:40AM | Sun, 29 June 2003

Wonderfull Render

Rhoo

11:28AM | Mon, 30 June 2003

Hi Smallworld, I'd be happy to explain. For the roasting pan handle, i used Flamingo's default chrome material and used a ground plane instead of physical geometry. it will render faster this way. I chose a carpet material. The environment color was set to black with 0 ambient light. It's very tempting to use ambient light as a "filler" light for the darker areas of a rendering. However,when you use ambient light, the rendering will often become more washed out and will have less contrast. I used one rectangular light directly over the object. The light settings were 100% shadows, 20% intensity and soft shadows were enabeled with a source radius of 1, samples of 20, and jitter of 20. I used a background bitmap as a cylindrical projection with the default values. The bitmap was simply an image that was a horizontal stripe of black with a stripes of white above and below the black. (i hope that's clear?) The background bitmap is important because chrome plated surfaces in the real world are almost mirror like and therefore usually have sharp changes from one color or greytone to the next. Thus the white and black stripes. Unless you have a "fuzzy" environment you're in! I've used this same setup on other objects and had to play around a bit to get it to look right. This should just be used as a starting point and not a final. Anyway, I hope that this helps!

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wizardofnoz

2:03PM | Tue, 28 September 2004

I almost live in a world of imagination -- and its freshening to meet someone from a realworld scenario. XLT pic and rendering!


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