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Still Life with Apples and Oranges WIP
show user profile  DirtDiver77
hi guys just rendered this. any helpful crit would be great. i used 3ds max 8 with mental ray.

read 921 times
12/30/2011 11:20:45 PM (last edit: 12/30/2011 11:20:45 PM)
show user profile  Nik Clark
I would say that lighting/shadows and reflections let it down the most. A great effort, obviously, but you asked for crits!





read 912 times
12/30/2011 11:28:37 PM (last edit: 12/30/2011 11:28:37 PM)
show user profile  DirtDiver77
thanks, can you tell me what i should do to fix the lighting and reflections? i've looked at the picture too much and i have a hard time finding what makes it unrealish
read 909 times
12/30/2011 11:30:43 PM (last edit: 12/30/2011 11:30:43 PM)
show user profile  Nik Clark
You're welcome. It's not clear where the light is coming from. I can see the highlights where the light is, but I don't see other clues, like proper shadows. The apple on the left, at the bottom, looks equally lit on the left and right side. In reality, I think it would be darker on the right, as the light is coming from the left (I think).

The highlights suggest that there is only one light, which is above the fruit, behind the camera, slightly to the left. The shadows do not back this up. Hope that makes sense.



read 905 times
12/30/2011 11:36:32 PM (last edit: 12/30/2011 11:36:32 PM)
show user profile  DirtDiver77
oh okay i understand. i gave the fruit a little self illumination because i don't know where i can find (if its there at all) sub surface scattering. i also don't know how to use ambient occlusion in mental ray so i kind of turned down the omini's shadows.
read 901 times
12/30/2011 11:41:43 PM (last edit: 12/30/2011 11:41:43 PM)
show user profile  Nik Clark
Have a look at the following tutorial, which might give you a few ideas about how to get better studio photo type results. Specifically with how to set up lights and a background in a scene, and turning on indirect illumination in mr. If this tutorial doesn't help, there are others that might.

http://www.cgarena.com/freestuff/tutorials/max/illumination/index.html

Keep us updated!



read 879 times
12/31/2011 12:37:29 AM (last edit: 12/31/2011 12:42:21 AM)
show user profile  ccampbell
A few things i notice immediately that could be fixed are...


Glass:

-The index of refraction is way to high on your glass objects resulting in the thick or marble looking glass you.


Fruit:

-The orange texture map looks stretched try adjusting the tiling on the orange texture.

-I can also see the alpha bleeding on the edge of your orange leaf i think. One thing to try would be Using TGA files for your opacity map's.

-try playing with a bit of reflection on the fruit as well but very minimal! and play with the shaders a bit more. the orange doesn't look bumpy enough.


Rendering:

-Your over all image is very grainy you can fix this by following a simple mental ray tutorial on general render settings.


Mental Ray Render Tutorial

http://www.polygonblog.com/mental-ray-lighting/


V Ray Render Tutorial

http://www.cg-files.com/glass_apple_in_vray_and_3d_studio_max_tutorial.html


You should never use self illumination to correct for lighting issues. You don't need subsurface scattering or ambient occlusion passes for this. Try using Global Illumination.


Good Luck!







$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};



read 864 times
12/31/2011 2:22:12 AM (last edit: 12/31/2011 2:23:27 AM)
show user profile  DirtDiver77
holy cow, thank you nik clark your tutorial link was a god send. ambient occlusion makes a huge difference. thank you so so so so much:)

thank you too campbell i fixed most of the stuff you put down. great advice. thank you.

and for clarification the cake stand top is leaning up against the back of the base, i should have made it a little more obvious what that was. because it sort of looks like a blob of blurriness.

read 852 times
12/31/2011 3:14:51 AM (last edit: 12/31/2011 3:16:25 AM)
show user profile  LionDebt
Overall the textures need some scrubbing. The orange is suffering some stretching, the apples are almost fluorescent. The 'wine' in the glass, doesn't look like wine and the glass looks far too thick for it to be taken seriously. The bricks in the background could use some more bump as it seems they just blend into the painting. The 'granite' / 'stone' tile wall effect (behind wineglass, centre right of shot) is tiling far too evenly. It seems to me as though the 'lid' is floating, and it detracts my attention too much from the overall shot.

Good effort though. If you post two more updates with the same sort of changes from 1st render to the 2nd one, you'll be at lifelike realism.
read 847 times
12/31/2011 3:37:10 AM (last edit: 12/31/2011 3:38:15 AM)
show user profile  DirtDiver77
how do i make colored liquids?
all the fruit have a little self illumination because fruit in real life have subsurface scattering, should i turn it down a little to solve the fluorescent look? (i kinda thought it made it look pretty)

read 843 times
12/31/2011 4:16:41 AM (last edit: 12/31/2011 4:16:41 AM)
show user profile  Mr_Stabby
here is bluesummers on the sss -http://www.mrbluesummers.com/3510/3d-tutorials/3dsmax-mental-ray-sub-surface-scattering-guide

self illumination does nothing for resembling sss tbh.

the ambient is too strong, glass is too reflective (in both angles and intensity) and too clear, the fruit reflection angles are off (i'd estimate IOR of around 2.4), diffuse maps are too bright (cut them down by at least 25%), i also get a feeling you arent using photometric lights because the scene has no depth

read 837 times
12/31/2011 4:36:27 AM (last edit: 12/31/2011 4:40:50 AM)
show user profile  DirtDiver77
@mr_stabby self illum doesn't perfectly simulate sss but it works to a certain extent when dealing with objects that are relatively spherical it gets rid of the harsh shading of the omni and gives it a sort of glow. thank you for the tutorial, i really appreciate that. the fruit in the most recent render doesn't have anything in the reflection slot. are you talking about its specularity? the diffuse maps are bright for aesthetics if you see the picture below its an example of using brightness and saturation to draw attention to the focal point. mine is more subtle. i was going for a more of an artistic approach than a photo realistic one but i guess it would be a fun challenge.

read 825 times
12/31/2011 7:34:48 AM (last edit: 12/31/2011 7:34:48 AM)
show user profile  Mr_Stabby
no im talking about the bdrf curve and ior that would spawn it

read 814 times
12/31/2011 11:18:04 AM (last edit: 12/31/2011 11:18:04 AM)
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