New Renderers – Wow.

I thought, when I first started this project that I had setup the nVidia mental ray renderer to be my default renderer. Apparently I did not.

I figured out that I hadn’t when looking at some of the renders I had done to show friends, family, and you lovely people, what I have been working on. I was disappointed in the renders because the edges of the objects and the shadows looked so jagged.

So I went back into my render settings and fiddled around a bit until I finally found something that would let me set my renderer. I selected what looked like what I wanted, and I would tell you what that is except that something is rendering right now and I can’t look. When I finally selected the right thing in the right spot a bunch of setting options changed. I decided to give it a go and render what I was looking at on the screen and see if there was a difference.

Oh wow!

There was a definite difference. Edges were smoother, shadows better and materials look better too.
So here is the cup from when I first started this.
Square dishes on table with omni light

 

 

 

 

 

And here is the cup now.

Square Cup

 

 

 

 

 

 

I will admit, I was too lazy to figure out how to render just the cup, without all the other components, just for this post. If I had you might not have been able to see the difference as clearly.

Changing the renderer increased resolution and polish and caused an increase in file size when I save the renders as well as an increase in render times. I went from just a few seconds to render a single frame, to a minute, 2 minutes, 6 minutes, I recently had a render that took 13.5 minutes. The initial increase in time was just due to the new renderer, however, as the project has developed and I have added more items to the scene, and more materials, and fiddled with the lights, the render time has also increased.

I have learned that the renderer makes a huge differnce in the quality of the output.

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Making a Mess, or Two, and Cleaning Up

You won’t get to see any of the pictures of the mess I made. I didn’t take any. And I’m still trying to figure out how to render the wireframe view of the models. And since to see one of the messes you would need to see the wire-frame, well, you just have to trust me.

So what happened was, I started creating the window. I did it in three parts, the casing, which would be the part between the wall and the window, the frame, which would be the part around the glass and the glass. Once I created the casing I decided I had too many polygons or edges, I’m not sure which. Anyway, I tried removing a few edges I should not have and I ended up with some ngons. It probably would not have been quite so bad except that I was planning on adding turbosmooth and that could go bad. So I had to figure out how to fix that.

I toyed with just recreating the casing since it really was not that difficult or involved an item to create. That is not what I did though. I had already had to recreate the frame, which I’ll get to in a moment. So I didn’t really want to recreate the casing, if I didn’t have to. Fortunately the number of missing edges was not high or a very complicated configuration.

However, I did still have to figure out what I was doing. I was able to connect a couple of vertices and thought I was on my way until I tried to connect more vertices that were crossing an edge. They wouldn’t connect. Ok. So I need another vertex to connect to. I choose vertex and add and I think I click on the edge I want the vertex on but it’s not there. It’s off in space some place. Joy. Delete new vertex. It turns out that if I want to add a vertex to an edge I must first choose the edge selection tool. Then I have an option for adding a vertex. That worked. I added the required vertices so that I could connect across the edges or rather connect to a vertex on the edge and then that to the other vertex. I know it explains weird without visual aids.

That I got fixed.

The frame was another issue. When I applied materials to the frame I had some weird holes in the frame. Some were obviously a plane that was messed up. I had heard about this type of issue in a tutorial I watched so I figured the problem was that the normal was flipped. The normal is the side of the plane that should be facing the viewer. In most cases they are not double sided so if you are looking at the wrong side it looks like a window through to the other side. I found, in the right-click menu, the option to flip the normal. For some of the normals this worked. For others, not so much. I would flip it but it looked like only half of it flipped. When I tried looking at it in wireframe I appeared that I had duplicate edges and some edges connected where they shouldn’t be. It was quite a mess. I apparently created this catastrophe when I removed the inner plane to create the opening for the glass and then tried to connect the remaining edges to create a plane. I guess, actions that I thought had not worked, actually did and so I made and ugly mess.

The frame was not as easy to correct as the casing was. I did have to create a whole new one. I created the edge loops like before and tried removing the plane like before and that did not work out at first. I think what I ended up doing was connecting the one plane to the other which called it to sort of collapse on itself. I say, I think, because that did not work the next time I tried something like that. But it worked and my normals are all facing the correct direction now. Whew.

In the process of dealing with the weirded out normals and planes. I found a tool in the viewport menu that I could use to see the flipped normals. Mine is set so that if the normal is flipped it displays a really bright neon lime green. It’s effective.

3D rendered window
So I made a good size mess and had to clean it all up. I’ll try to keep the messes smaller so the articles are shorter. No guarantees though.

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Attending the Zbrush Summit

This weekend Pixologic is holding the Zbrush Summit on the grounds of the Gnomon School of Visual Effects in Los Angeles, California. I, however, will be attending the event virtually via the awesomeness of Live Streaming. If you are interested you can find out more at www.pixologic.com/summit.

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Something to Hold a Candle

I have some dishes, I have a table, I have adjusted the lighting. What next. I’m really developing this concept as I go along. The whole point is to learn how to use 3ds Max. And as useful as following along with tutorials is, I think the best way to learn to use it, is to use it. Create something with it. So initially my thought was to create an easy set of dishes. Then they needed something to sit on. Really they look pretty boring still. The scene doesn’t really say much. Other than, I can make some basic items. There needs to be more. So maybe I will just finish setting the table while I figure out what story I want this to tell.

The next thing on the table is a candlestick or candlestick holder or however you want to call that. It’s purpose will be to hold a tapered candle. I think. This item was not modeled from a box. I also didn’t use the nurbs and the lathe tool. Though I really think the lathe tool is cool and awesome. Instead I used a basic cylinder with enough sections around and height wise to give me something to work with. I used the edge loop tool quite a bit so that I could extrude sections in and out. I applied the turbosmooth to it as well.

I finally figured out how to edit the item with turbosmooth applied so that I didn’t have to keep deleting the modifier and then adding it back. Once you choose turbosmooth while on the turbosmooth modifier item, check isoline display and then click on the editable poly and click on the toggle for show end result. You get these orange edges to work with in place of the ones you would be working with if you didn’t have the turbosmooth applied. A word of caution. Make sure when you are making your edits that you are clicked on the editable poly that is below the turbosmooth modifier. I made a big mess by not doing that.
square dishes on table with candle stick holder

Here’s what we have now. The dishes, on the table, and a lovely holder for a candle. I’m not keen on the color but I like the finish to it. The high gloss has texture to the scene.

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Lights And A Little Fog

As you noticed in the previous post, the light in the scene is pretty harsh. This is the default light that 3ds Max comes with. It’s great because you are guaranteed to see what you modeled but it kind of washes this out too. So guess what I played with, tried next. Yes. Lights.

I did not get too carried away. I just added an omni light to the scene. It turns out that the default lights go away when you add your first light to the scene. That could be good and bad I suppose. And I will remember that for future projects. I will likely want to be able to see everything in default until I get it modeled. For now, well, I’m stuck with what I’ve got. Anyway, when I first put the omni light in I forgot to set the decay so it was still pretty intense. Once I found the settings though I set the decay to one of the pre-sets. I think I chose Inverse not Inverse square and I set the start at 200. I also adjusted the Multiplier and the color. I have played with those settings some though. That’s what they are at now. I probably did not start with them there.

So here’s what it looks like with a few materials applied and a new light source.

Square dishes on table with omni light

 

 

 

 

 

 

I also decided to play with some Atmospheric effects and added a bit of fog. Just for fun. I don’t know what the settings were. I’ve turned it off. I’ve got to remember to make note of these things as I go. I just get so carried away.

In any event, here’s what the scene looked like with a little fog effect.

Square dishes on table with fog

 

 

 

 

It’s really subtle.

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