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Product Shot

Posted: Wed Jan 13, 2010 7:57 pm
by Cire
This is a studio scene I've been using for tests, and to practice setting up future 'product shot' renders. The raw output took just under 10 minutes for 2048 s/p @ 1024 x 512 with just over 1.25 million tris. The post-pro version had levels and saturation adjusted and fireflies removed in PS.

Three versions were rendered from this angle, with focus on fore/mid/background ... when I have a faster connection, I'll upload a vid of a PS-animated transition between them for a fake DOF shift.

The final should be more interesting, but I don't plan to work with this scene much until the bottles' actual material can be simulated in Octane (a translucent plastic that allows one to see the bright green, blue and white liquids inside).

Now, on to a cooler character scene ... 8-)

Re: Product Shot

Posted: Wed Jan 13, 2010 8:19 pm
by radiance
very nice :)

in a few weeks when MLT is done the pesty firefly problems will be gone :)

Radiance

Re: Product Shot

Posted: Sat Jan 16, 2010 12:25 am
by Cire
Cool, thanks for the timetable info ... death to pesky fireflies! :evil:

BTW: any thoughts on the bottles' material issue I mention? I believe glossy refraction and/or translucency would do the trick. The look of this plastic would probably be possible even now, if materials could be mixed.

Thanks in advance for any thoughts on this radiance!

Re: Product Shot

Posted: Sun Feb 07, 2010 2:28 am
by EasternMerchant
what important about pathtracing? why do not using mlt instead of pathtracing?

Re: Product Shot

Posted: Sun Feb 07, 2010 3:58 am
by Cire
I suppose pathtracing was easier/faster to code and get the app running. MLT is on it's way ... it's taken some time and will improve the renderered output.