Principled Rendering – Cover art for my talk.
Experiments in PBR rendering. New metal shaders and new geometry for the eagle eyed. Finally got back on the horse, more renders to come soon, after my talk! Rendered in Lightwave, post in AfterFX
I thought I’d talk a little here about how I work in 3D, to get the look and feel of my renders. Part of it is about the surfacing and the lighting, working in a PBRT model (as much as LW can do this accurately) but part of it is about working in a realistic way to capture a realistic physical simulation and then using that to help me to create really realistic images in post. Good quality in equals good quality out. I’m writing this to be as non application specific as possible, to help others adapt it to their work-flows. I use LightWave and AfterFX to do this, but some of this workflow can be replicated in other software. Click on each image to see it in High resolution.
People have been asking how I do my surfacing, so I thought I’d prepare a very simple scene, with my chair model, to showcase how it’s done. Lens flares not included!
Note this model is small (about 1/10th scale) if you want to use it in projects, you’ll need to scale it and the textures up. If you do use it, please credit me, and let me know.
You will need the free DB&W Tools and this scene is set up in Lightwave 11, it just won’t work as well in previous versions, sorry.
Finishing up the interior of the cargo bay, at the centre of the station. Took quite a while to do this one, because of all the glossy reflections!
It’s been some time, but I decided to do a lighting test, as I’ve been modelling in new lighting arrays on this bit of the model. The core has been undergoing a lot of work, not all of it is ready to show, but here’s stuff which is just about done.
Near Pluto there would really be pretty much no sun, so here’s a render of the station entirelly self illuminating. There’d be more fill from the rest of it, normally, but it’s quite pretty in the dark!
A view of the radial array, looking down the headlights
Another version of my overview, with the new details
Well on Saturday, 28th, September, 2013 I did a presentation on advanced shaders for the Lightwave Users Group. To showcase some of my techniques, I made up this simple scene, which includes my Metal compound, paint and floor surfaces, and my luminous glass material.
You can Watch this Webinar here http://www.lightwaveusers.com/tutorials.html
It’s here to download for you guys to dissect how I made the materials.
This scene is meant for LightWave 11.6 and the free tools from http://www.db-w.com/
Another render of the radial array, with a closeup on the phaser emitter.
been working on my Radial Array, still needs some more work on the inner sensor arrays, but it’s getting closer.
Updated render of my Monitoring room, with a few new computer consoles and newer materials.
Ok another render, this time with tweaked surfacing, some more texture, and a better scale on the brushed effect.
Updated materials test of my airlock set.
Another render of the side, with some material and lighting tweaks.
A test of my new plasma core. The room is still very much WIP, the balcony floor needs to be made.
Thanks to Lewis for rendering this at ludicrous settings, on his 32 core monster! 🙂
Slight tweak to the lighting and materials. Nothing too major, but I am pleased with the subtle differences.
Pluto Station turbolifts just got an upgrade. Tricky to light in a tiny space, and I am not sure I am going to stick with the red cushions, but they do look nice! 🙂
Another couple of renders, showing the bay doors closed and open. Now maybe time to make some shuttles…
A new render of the interior of the Shuttle-Bay, with some added lights and other details. Extra slow render this one, because of all the detail!
A render of the Lower Bay area. Needs a couple of bits and pieces, but I’m just about happy with it.