How can i make a chandelier look authentic?

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coskuarsiray
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How can i make a chandelier look authentic?

Post by coskuarsiray » Tue Jan 24, 2012 9:28 am

I want to model and render a chandelier. When i use lightest glass material on each crystals, it requires lots of calculations to be done after light is set on behind them.
Do you have any idea?

I attached a render as an example(this is not done by me)
Attachments
kri.jpg
kri.jpg (31.46 KiB) Viewed 13865 times

derei
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Re: How can i make a chandelier look authentic?

Post by derei » Tue Jan 24, 2012 1:14 pm

If it doesn't need to bee seen from close range, you could try with some cylinders of different height, then map with a image that mimics the glass elements, maybe use some bump ?
Attachments
chandelier-suggestion.jpg
chandelier-suggestion.jpg (176.49 KiB) Viewed 13847 times
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Fletch
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Re: How can i make a chandelier look authentic?

Post by Fletch » Tue Jan 31, 2012 1:18 am

I would model it correctly, use the realistic glass template, and light with light emitter material on a circular face with 8 segments (as opposed to one with 50 segments, as each segment counts as a light).
Then I would render this either with Unbiased Easy 09, or with a custom biased render setting. If using biased render settings, the lighting would have to be creatively done.
It's possible to create a perfect crystal material like this using Kerkythea's material editor. Then it can either be set as a fake emitter, for very fast calculation in biased render settings, or as a normal emitter for unbiased.

Try this crystal material, and if you are rendering unbiased, you are done. If you are using biased, you will want to create a similar mat. library but make sure it's a fake emitter, or render times will = forever.

see detailed explanation
Attachments
3dcrystalchandelier.jpg
3dcrystalchandelier.jpg (127.97 KiB) Viewed 13747 times

coskuarsiray
Posts: 37
Joined: Sat Nov 26, 2011 1:54 pm
OS: XP
SketchUp: 6.0
Location: Ankara/TURKEY

Re: How can i make a chandelier look authentic?

Post by coskuarsiray » Fri Feb 03, 2012 10:23 am

thanks for explanation. i cant download material from its page. actually what i download can not be extracted from its archive.

Fletch
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Re: How can i make a chandelier look authentic?

Post by Fletch » Fri Feb 03, 2012 4:07 pm

I just downloaded, and it extracted fine.
Delete the ".mat" from the name before extracting if you wish to copy the folder into Twilight.
Or to install to Kerkythea, leave the ".mat" in the name. Go to File>Install library

coskuarsiray
Posts: 37
Joined: Sat Nov 26, 2011 1:54 pm
OS: XP
SketchUp: 6.0
Location: Ankara/TURKEY

Re: How can i make a chandelier look authentic?

Post by coskuarsiray » Wed Feb 08, 2012 2:19 pm

I think i figured it out. I tweaked xml file of crystal material which was given as a link above. reduced its power to 5, changed IOR value. and i rendered in progressive mode for 90 passes. i usually use 90 passes for interrior scenes i try.
there are 9 small bulbs inside.

here is result.
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chan.jpg
chan.jpg (43.08 KiB) Viewed 13599 times

derei
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Re: How can i make a chandelier look authentic?

Post by derei » Wed Feb 08, 2012 5:44 pm

Wonderful result ! Can't wait to see the final chandelier rendered !
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Fletch
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Re: How can i make a chandelier look authentic?

Post by Fletch » Wed Feb 08, 2012 9:19 pm

Looking incredibly realistic! That material looks great, and it will add a lot of render time due to all that's going on with it (emitting light depending on viewing angle, refracting, caustics, etc.)

coskuarsiray
Posts: 37
Joined: Sat Nov 26, 2011 1:54 pm
OS: XP
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Location: Ankara/TURKEY

Re: How can i make a chandelier look authentic?

Post by coskuarsiray » Wed Feb 08, 2012 9:30 pm

thanks.
it will be better with a better design actually. even shapes of crystals i use changes the result. default light amount of material is simply too much for my needs so i adjusted it to power of 5 instead of 50 in XML file.also refraction of warm glow glass to 1.38. i can add that file later.

this is progressive type rendering in my customs settings. there are no caustics in this setting and i think i managed to optimize it by "cropping" it.

resolution was HDR 500x500px it took approx 1 hour to calculate empty room on my 8 core AMD processor.

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