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Minimalist Kitchen using V21 RedSDK Quality Render
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May 05, 2014, 07:43:58 AM
Hi Guys

Been playing with RedSDK rendering again  :P and I think this is getting somewhere close for time and quality settings.

Used Image wrapping, bump mapping, 2 x luminance lights at window and half glazed back door, Sky RSE, Sun RSL.

I also adjusted the Photographic tone mapping (No further post processing outside TC).

Hope you like!



[attachment deleted by admin]

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Daz…

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TurboCAD user since V3 and Turbocad 3D V1.


May 05, 2014, 09:35:35 AM
#1
Wow, what a wonderful job on this Darrel! Great job!


May 05, 2014, 09:49:47 AM
#2
Thanks Don...

One day the texture mapping will make sense....at the moment its a bit of guess work sizing and positioning them (when not using UV mapping).

The render took about 1.5 hours at the posted resolution.

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Daz…

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* May 05, 2014, 10:04:59 AM
#3
That's incredibly good Darrel.  Extremely photo-realistic.

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Alvin Gregorio
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May 05, 2014, 10:09:47 AM
#4
Many Thanks Alvin  :)

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Daz…

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May 05, 2014, 01:39:22 PM
#5
Ooooo, nice render Darrel. Very Gooooood job!!!    8)

Have you problem with texturing? I tested this last weekend. Whot unit are you using?
I come to one equation for the scale u and v.

Majo

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May 05, 2014, 01:56:54 PM
#6
Thanks Majo.  :)

I am working in Millimetres.

Something strange happens on RedSDK mapping when we edit on a ACIS solid, certainly for me on the wall tiles. This is a complete solid and I setup the material before I applied a blend on the top edges. The mapping shifted and I have found that when I applied a Quick Pull to the bottom edge the texture position corrected itself  :)

To get it to a close fit I isolate the object and keep trying until it fits  :P

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Daz…

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May 05, 2014, 02:14:12 PM
#7
I am working in Millimeters too. I tested this (see attachment) on Solid, TC Surface and SMesh and work good.
On 3D mesh is mapping different, but if I start drawing on position 0,0,0 (x,x,z of drawing) then is easier mapping.

And sometimes I "explode" ACIS solid -> on Solid or TC Surface for better mapping.

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May 05, 2014, 02:22:29 PM
#8
Interesting experiment Majo  :)

A repeating texture though (my wall tiles are 5 x 5 tiles with grout lines) gets a bit mad trying to work out  :P


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Daz…

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May 05, 2014, 02:49:23 PM
#9
Interesting experiment Majo  :)

A repeating texture though (my wall tiles are 5 x 5 tiles with grout lines) gets a bit mad trying to work out  :P

I tried mapping on ACIS Solid and it works good, similar to other 3D objects.    ;)

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May 05, 2014, 02:58:28 PM
#10
 Very Interesting Majo  :)

Thanks for sharing and I am sure many others will find your experiments useful.  :)

Would have been nice to have this incorporated in the programming rather than the user having to work it out  ???

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Daz…

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May 06, 2014, 05:52:56 AM
#11
Further to Majo's observation on RedSDK material sizing I have found that the starting point is the centre of the objects face (to some this was already obvious) hence why it does not line up on taller objects.

So, RedSDK materials currently cannot be World based.

To get over this problem we could do four things.

1. Create another material with a different offset.
2. Solid Add all the objects (which is what I did in the render).
3. UV map it.
4. Move/Size objects knowing to keep the centres in-line.

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Daz…

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TurboCAD user since V3 and Turbocad 3D V1.


May 06, 2014, 09:06:10 AM
#12
Stunning image Carl...! The metal reflections are beautiful, especially the face of the washers.

I haven't worked with RedSK yet; I have a production solution that works, based on Softbox, so I'm boringly staying with it...! The 3D printer is occupying most of my play and experimenting time ;)

Steve

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May 06, 2014, 01:38:33 PM
#13
Many thanks for appreciations Steve and Bob.  :)

I am hoping with the help of others on here we can soon share more details of how to produce these renders for more TCers to benefit from the knowledge and tricks.

Its still a bit of guess work and trying to find out what each parameter does in the RedSDK edits.... :P

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Daz…

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May 06, 2014, 02:17:56 PM
#14
Further to Majo's observation on RedSDK material sizing I have found that the starting point is the centre of the objects face (to some this was already obvious) hence why it does not line up on taller objects.

So, RedSDK materials currently cannot be World based.

To get over this problem we could do four things.

1. Create another material with a different offset.
2. Solid Add all the objects (which is what I did in the render).
3. UV map it.
4. Move/Size objects knowing to keep the centres in-line.

Hi Darrel,

I tried drawing similar object from Box and with Quick Poll function create this objects (see attachment)
and then the center of texture is not changed.    ;)

Majo

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May 06, 2014, 02:30:43 PM
#15
Yeah Majo,

I found that one out but I like to use symbols made with a rectangle with thickness with pre-attached dimensions. Its not to much of a problem now we know the pull tool resets the the material origin when needed  :)

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Daz…

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May 06, 2014, 09:07:53 PM
#16
Jaw-droppingly stunning!

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The CAD man
Garry Wilson
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May 06, 2014, 11:43:05 PM
#17
Many Thanks Gaz...

My job is often a thankless task.
When designing some customers think we just press buttons and the software does it all for us in a matter of minutes.  I often have to say CAD stands for Computer Aided Design, it does not design for us.  :-\

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Daz…

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May 07, 2014, 12:23:18 AM
#18
Supurb! A real pleasure to view  8)

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May 07, 2014, 12:44:05 AM
#19
Thanks Bud  :)

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Daz…

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May 09, 2014, 10:12:12 AM
#20
Darrel, I feel ya, about customer expectations. Even after all our combined years of experience, and pulling each other up the learning curve, rendering still takes considerable time. Like on this scene, I added four pieces of large equipment (painstakingly modeled and texture mapped), under-the-counter CPUs, and keyboards, all with cabling. And the project's still in the bidding phase. On the one hand, it's a lot of work upfront, and on the other, when we do sell the project, pulling construction prints will be easy, along with exploded-view assembly diagrams. It's a good thing I like making these pretty pictures!

This one was rendered to a 2000x3140 png file, still under Lightworks. I gotta say, 64-bit rules, because adding all the equipment barely slowed the process, plus, I was working on editing previous images in Photoshop, and preparing the presentation brochure, all at the same time. Cool.
SG

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May 09, 2014, 10:28:04 AM
#21
Yeah Steve

Another excellent render.
All we can say to ourselves is if we put the effort in initially then at least we have given ourselves more of a chance of getting the project. The customer for this kitchen came back to me today....over his budget so at least this is better than no response.

Consistency when using AR in either RedSDK or Lightworks using GI is something I am battling with at the moment....maybe it is always going to be scene dependent.

I take it you are using Brad's Softbox without a ceiling? although you could turn shadow casting off for the floor and ceiling boxes...

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Daz…

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May 18, 2014, 07:27:27 PM
#22
Hey Darrel. Well...haha, the engineer at the TV station gave us a budget, which we met. And then management came back and said we'd have to reduce the price - by half...! - to win the project. Life's little surprises. We've declined, so good luck to them, getting anything that will last for that price. Oh well, with every project I always learn a bit more about modeling, rendering, and TCAD. Plus, the modular base cabinetry approach I devised is something I can use again. Onward and upward!
SG

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May 18, 2014, 07:49:47 PM
#23
Management; enough said.

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June 22, 2014, 02:21:38 AM
#24
Hi Guys

Been playing with RedSDK rendering again  :P and I think this is getting somewhere close for time and quality settings.

Used Image wrapping, bump mapping, 2 x luminance lights at window and half glazed back door, Sky RSE, Sun RSL.

I also adjusted the Photographic tone mapping (No further post processing outside TC).

Hope you like!



Daz, like very much! You keep getting better. If I were to be reaaly critical I would suggest you could explore ways to increase shadow in door gaps, but don't ask me for a solution. Best regards, Alan.

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Alan.
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July 01, 2014, 03:35:58 AM
#25
Thanks Alan  :)
Yeah the shadow tolerance is a bit off. in certain areas. I think my gamma/exposure settings are to blame.

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Daz…

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