Octane corners

January 7th, 2012

Before Octane became a household name in the GPU-rendering sphere, I was a beta tester on the project. And although one of my images briefly appeared on the splash screen of a very early version, I haven’t been very faithful to it since. This could change thanks to the release of Octane for 3ds Max, a quite well integrated version of the render, which removes the need to export geometry to Octane for rendering. We are not talking about the degree of integration of Vray, which supports nearly all functions of Max, but it is definitely as easy to use as Maxwell. And there is even a Vray Material Converter built into the plugin (which I haven’t tried as I like to build my mats from scratch).

Clearly, Octane is not going to replace Vray for me as long as we don’t see a massive increase in the amount of RAM on consumer graphic cards (I have 24GB in my Workstation and routinely max them in Vray). But I can see myself using it a lot more for small scenes or product viz, especially if Vray continues to grow slower and noisier, as has been the case for me with recent versions (though not everyone has noticed this so it may have to do with my setup or idiosyncratic workflow).

The images at the top are my entries for the latest Octane render competition. Those at the bottom are just details done for fun. These clear so fast it’s a joy, even on my very modest GTX 285. Hope you like them.

Wishes

January 2nd, 2012

2012 is here; so let it be a good one.

Some time back, I promised to show some images of what one could do with this empty Chicago Loft scene and a little bit of love. Here they are. They feature a wild mix of older and more recent furniture pieces, some of them done specifically for this scene, with the only lose link between them being a general mid-century feel (though some of the pieces are actually recent designs).

Hope you like them. You can see the full set of images here.

PS: The image with the Flag Halyard chair was done to test Vray’s new hair shader. I love it!

Chicago Loft (full scene)

December 11th, 2011

Over the past few months, several people who had bought my furniture on Turbosquid asked whether I would consider putting a full scene up for sale.

So when I recently revisited an older piece, loosely based on a Chicago interior by Studio Gang Architects, I thought it would make a nice, self-contained interior scene to put up on Turbosquid, should anyone be interested.

The scene is ready-to-render in Vray 2.1 and will open in 3ds Max 2010 and upwards. There are two lighting schemes (dusk with interior electric lights and daylight overcast with weak sun) based on two separate layers.

Although unfurnished (it does sport a highly detailed kitchen) and somewhat optimised, the scene is highly detailed (more than 3m polys) and is not meant to be used on small rigs – Don’t even think of opening it on a 32bit system, or if you have less than 8GB of RAM.

It may sound a bit pricey compared to my other models, but given that it includes a full 3d environment, which I put up for sale a while ago at about the same price, believe me, it’s actually a bargain.

I’m currently working on a furnished version of the loft to showcase the scene’s potential, so stand by for more images shortly.

Cameo

December 1st, 2011

Just a quick one to point out that my Ditte Isager series is making a small appearance in this month’s 3D Creative.

You can check the content of the issue here. The full series is here.

CGSkies open for business

November 2nd, 2011

I’ve had many questions in the past year or so about the skies I’ve been using in my scenes. For a long time, I wasn’t at liberty to say much about them. No longer.

I’m happy to report that Marcel Vijfwinkel, the man behind the enormously popular CGTextures.com, and his accomplice Wojtek Starak have now launched CGSkies.com – source of the super high-res HDR sky maps I’ve been using as a tester in many of my scenes for months. Those of you who have been using CGTextures’s wonderful JPG sky maps will be glad to know that these skies are now available in HDR versions via CGSkies – not for free, it goes without saying, but they’re worth every penny. Indeed, these are in many ways higher-quality versions of the LDR maps: expertly re-stitched and cleaned up of all landscape elements at the horizon. It is hard to fathom the amount of work that has gone into preparing these maps for sale. No wonder CGSkies has been in the making for so long.

The beauty about CGSkies’ maps is that their very high resolution (up to 15,000 pixels wide) makes it possible to use them both as light sources and as backplates, eliminating the need for separate LDR backplates (though you will need quite a bit of RAM to use them).

The second thing I love about the maps, and probably the most important, is that, assuming you are using Vray as a renderer, their dynamic range allows you to generate very crisp shadows without the need for extra light sources, such as sunlights or direct lights, at least for the maps that feature a visible sun (you can obtain a broad range of hard to soft shadows depending on how overcast the sky is).

In order to generate these shadows without altering the colours of the original map in the environment and reflection slots, Marcel recommends using a more refined version of the HDR workflow I highlighted in this post last year. This involves using the gamma control of the VrayHDR texture map to modulate the contrast of the map (in addition to the multiplier for the map’s intensity). For all the details about Marcel’s own version of this workflow, head to the tutorial section.

The site has a number of free samples, which, although considerably lower-res than the originals, will allow you to test if this workflow works for you (though they won’t generate the beautiful reflections and backdrops of the original-sized maps).

The CGSkies gallery features a few renders of mine, including this one, which shows you what kind of lighting and shadows you can expect, using only the maps.

Converted Power Station in Berlin

3DTotal Excellence Award

October 26th, 2011

First of all apologies for remaining silent for so long. I’ve been a bit swamped by work and private obligations lately (not to mention my participation in Ronen Bekerman’s CityLife challenge), hence the lack of update.

Just a quick one to report that the bed image in the “à Ditte” series (see the previous post) has been accepted to the 3DTotal gallery. This is the first time an image of mine has made it there and I’m pretty proud of this considering the tough selection process that goes into picking images for this gallery. It also means I’m allows to display this coveted badge here:

Thanks 3DTotal!

à Ditte

October 1st, 2011

Anyone who has dabbled in Archviz with a focus on interiors will have at some point come accross the work of Ditte Isager, the Danish-born and New York-based photographer. My bet is that even those of us who don’t suspect it owe at least some of their inspiration to her work, which is marked by straight lines, flat perspectives and reminiscences of classic still lives of the Dutch and Flemish old masters.

Here is an hommage to Ditte, inspired from her work on Stable Acre, a barn renovation by David Kohn Architects.

As usual, the modelling was done mainly in 3ds Max with a little help of Marvelous Designer, GrowFX and ZBrush.

Very grateful for any feedback. You can head over here to see more shots from this series.

à Ditte

à Ditte

à Ditte

à Ditte

à Ditte

à Ditte

Free caustics, anyone?

September 8th, 2011

If you’ve ever cursed the gods while trying to obtain good and reasonably cheap caustics in Vray, then rejoice. You will breath a sigh of relief as you go through this video tutorial, found on 3D Total. In it, Ricardo Eloy explains what at first seemed to me like a highly implausible trick to obtain the unobtainable: Crisp, complex and clean caustics in Vray, literally in seconds and using the default quality settings. But it works. It essentially hinges on the curious fact that standard Max lights that have been set to exclude all objects in the scene continue to generate caustic photons, even as they do absolutely nothing else. Although the method has some limitations, it gives you what used to be a very expensive output in Vray basically for free, and as such, it is a tip worth a large multiple of its weight in gold.

Below for some context two images, the first calculated in Vray using the said method (the caustic photon map took, without kidding, seconds to calculate) and the second in Maxwell, which, as you will know, gives you free, physically accurate caustics out of the box (whether you want them or not) at the expense of rather long render times. So which do you prefer?

Vray Render

Maxwell Render

Scantling lamp (and some fun with IK chains)

August 23rd, 2011

I didn’t think I would ever have rigged models in my archive, but when I set out to rebuild Mathias Hahn’s wonderful Scantling Lamp for Marset in Max, I just could not bear the thought of having to pose it by fiddling with its three axes and its pesky wires.

The solution: a simple IK chain (see viewport grab below) that will let you do pretty much all the lamp can do in real life just by moving a small dummy around. The wires are controlled by two additional spline IK chains so that they stick to the lamp as it moves (the wires may need some hand-tweaking to avoid interpenetration). All axes include angle limits to make sure you don’t break the lamp by twisting it around.

The rig is not particularly sophisticated but although it was conceived to allow for easy posing, it might be just good enough to be used for animations (in case anyone wants to emulate the Pixar ident).

More images of the lamp here.

Marvelous-D, road-tested

August 13th, 2011

Chat Sofa / Carlo Colombo

I had read about Marvelous Designer in a review by 3DWorld some months ago and remember being intrigued. But it wasn’t until Kizo posted on ronenbekerman about the application’s potential for furniture-modelling that I decided to visit their site and download the 30-day trial.

MD is a CG cloth-making app that allows the user to cut cloth patterns as fashion designers would before draping and sewing them around an “avatar” (an A-posed character). For our purpose, however, MD is first and foremost an amazing cloth simulation engine, with striking real-time capability. Although it evokes 3ds Max’s garment maker and seems based on similar principles, its engine is incredibly fast and allows real-time interactions (pulling and pushing of the cloth while draping).

Above and below are examples of what I came up with when trying to apply MD’s tools to furniture making. Since this is not what the app was developed for, this involves quite a few steps and workarounds.

MD is good for draping cloth around objects, but it won’t help you for things like cushions and pillows. So I first defined the base shape in Max, using simple volumes that were given some puffiness and a degree of “weight” using Max’s own cloth tools (see here about how to blow things in Max).

I then imported the model in MD as an .obj and proceeded to dress it up – very much like you would wrap a pillowcase around a pillow. Attempting to drape fabric around individual cushions when they are so tightly squeezed together will send any simulation engine into the computing equivalent of mental breakdown. Not a problem here, though, since MD supports .obj as Morph Targets. Just prepare an “exploded view” of your base mesh, drape it in MD, then import your original base mesh (making sure to tell MD it is a morph, not a new avatar) and MD will animate between the two .obj over a set number of frames, allowing the cloth to fall into place as nature intended it to.

There are still limitations: the engine is very fast when dealing with a single avatar but struggles when faced with a bigger number of collision objects and interacting cloth pieces. In this case, I had to run four separate simulations to complete the sofa while retaining reasonable simulation speed.

Another limitation is that MD (like Garment Maker) only outputs tris. Without quad output, MD’s meshes cannot be further subdivided in Max, nor can they be properly sculpted in ZBrush, and they need to be very high-poly (something that can be set within MD’s simulation engine) in order to render without artefacts. I worked around this problem by importing the original 1.8m-poly mesh into ZBrush and using its excellent decimation plugin to bring it back to a much more civilised 300,000 without any visible loss of detail.

Lastly, although MD outputs decent UVs out-of-the-box, these are not necessarily scaled properly, meaning that some parts of the same cloth object could have completely different-scaled UVs. These cannot be easily rescaled either since the islands are overlapping and not properly separated by seams.

Arguably these could all have to do with my incompetence as I have not explored all the myriad settings the software offer.

All in all, MD certainly has the potential to revolutionise soft-furniture-making in CG by allowing things that just not were possible before without an enormous amount of tweaks and trickery.

Here are a few more images of the sofa. The design was inspired by Carlo Colombo’s chat sofa, with some liberties taken. The interior above was inspired by David Kohn’s Stable Acre (more views of this one to come soon). I used GrowFX for the twigs and ForestPro for the deep-pile carpet.

Chat Sofa / Carlo Colombo

Chat Sofa / Carlo Colombo

Chat Sofa / Carlo Colombo