Fletch wrote: ↑Tue Feb 16, 2021 3:39 pm
Tips on rendering the
engine:
(get modified file
here.)
These are all the most common mistakes in nearly all beginner renderings. Please don't take this as criticism of you or your work personally.
Thanks for sharing Fletch........couldn't resist doing some playing around with it a little.
- motor_3dwarehouse_TWLready_su2016_ntxdave.jpg (409.4 KiB) Viewed 12110 times
BTW: This one was rendered with 03 Low + but with a different HDR file.
Fletch wrote: ↑Tue Feb 16, 2021 3:39 pm
one - too many reversed faces - all faces must have normals pointing in correct direction - refractions/reflections calculated from reversed faces will be incorrect.
A suggestion for this issue is to set the back face color in the style sheet to something like a bright green so that when you draw objects if the back faces is showing, it will stand out so you know that it should be reversed.
- Style Sheet Back Face Setting
- BackFaceSetting.png (25.53 KiB) Viewed 12110 times
Fletch wrote: ↑Tue Feb 16, 2021 3:39 pm
two - materials - all black materials are too dark - put them at 20 lightness, currently they are at 13 lightness in the HSL material editor of SketchUp. All white materials are too white - set them at 70% lightness. Red material is over-saturated - back off to 70% saturation and 85% Lightness
In some of my playing around, I have also found that it is a little better to just use colors in SK unless you need a unique texture that is not available in Twilight and then apply the Twilight Template to the color. Seem to get a little better results for me. Especially if shininess is the goal.
Fletch wrote: ↑Tue Feb 16, 2021 3:39 pm
three-
The model is not realistic - each corner is sharp. The fastest/easiest way to fix this is to add a bevel in the deep material editor for the metal material, or all materials where a bevel is needed - process explained in this video: (pro version required for deep material editor - for hobby users you will need to bevel your model geometry)
Good one Fletch.
Fletch wrote: ↑Tue Feb 16, 2021 3:39 pm
four - DOF (depth blur) adds to realism of all renderings. You can do it most quickly with a depth render and using the depth render in the blur layer in Photoshop. But that's not required - DOF works great in Easy 09.
Another good one.
Fletch wrote: ↑Tue Feb 16, 2021 3:39 pm
proper modeling practice for 3D rendering is to make sure all model parts are "solid" (could hold water if filled up).
make sure no two faces are sharing space in 3D (no z-fighting).
Another issue I saw was that there were many parts that are copied but as 'groups'. When you are creating parts/objects that are going to be used repetitively in a model, make them components. This keeps the file size down by reducing the number of faces in the object. I also makes modification of the parts (if the modification should be applied to all of them) apply to all of them. As an example, when you want to apply a material to the object, if it is a component, it will be applied to all copies of the object automatically.
Fletch wrote: ↑Tue Feb 16, 2021 3:39 pm
This rendering created with apt-probe.hdr (referenced elsewhere on our forums - in the Pentax Camera thread).
Download
apt-probe.hdr here.
Then it was masked with the technique described above (remember to set post-process to "none" for alpha mask rendering), and placed on white background in photoshop.
Fletch, could you share this as a zip file so that I can download it. When I click on your link, it opens in the Edge browser as a text file. Would just make it easier for me.
Once again Fletch, you have provided some excellent feedback. I lost my sponsor so I have not been doing any modeling & rendering for over a year now unless I respond to something i see in a forum. However, I do enjoy seeing the responses you post. Now I have to try out the masking operation just to see if I can do it.