KeyShot Forum

Gallery => Amazing Shots => Topic started by: LM6 on October 16, 2018, 03:09:05 PM

Title: Wetsuit
Post by: LM6 on October 16, 2018, 03:09:05 PM
Some of the new features in Keyshot 8 working with some of the new features in C4D R20.
Title: Re: Wetsuit
Post by: Pouya Hosseinzadeh on October 17, 2018, 10:25:53 AM
Nicely done Peter! Also congratulations to be selected as Grand Prize! Cheers!
Title: Re: Wetsuit
Post by: cjwidd on October 17, 2018, 01:31:07 PM
Stellar work, but... I'm gonna need a breakdown of this one, plz :)
Title: Re: Wetsuit
Post by: Seth Richardson on October 17, 2018, 04:14:50 PM
Nice work!

Is C4D R20 Bridge updated yet?
Title: Re: Wetsuit
Post by: LM6 on October 17, 2018, 11:24:40 PM
Quote from: PouyaHosseinzadeh on October 17, 2018, 10:25:53 AM
Nicely done Peter! Also congratulations to be selected as Grand Prize! Cheers!

Thank You  :)
Title: Re: Wetsuit
Post by: LM6 on October 17, 2018, 11:31:02 PM
Quote from: Seth Richardson on October 17, 2018, 04:14:50 PM
Nice work!

Is C4D R20 Bridge updated yet?

Thanks, I don't know much about the C4D bridge as Ive never really used it, I normally transfer using .abc and .fbx. What does it support ?
Title: Re: Wetsuit
Post by: LM6 on October 17, 2018, 11:32:31 PM
Quote from: cjwidd on October 17, 2018, 01:31:07 PM
Stellar work, but... I'm gonna need a breakdown of this one, plz :)

Cheers, I will post a breakdown at some point today.
Title: Re: Wetsuit
Post by: LM6 on October 18, 2018, 07:58:00 AM
A breakdown for cjwidd and anyone else who's interested.

I hope it makes sense, the first part wont unless you have C4D R20

The Geometry

1. Started in 3D Coat, used the default head in voxel mode and smoothed out all the details to give a basic form.
2. Meshed and exported to .obj
3. Imported into C4D R20 and dropped mesh into a Subdivision Surface
4. Created an Instance of the SDS
5. Dropped the instance into the Volume Builder, set it to Fog, then dropped that into the Volume Mesher.
6. Added a  Group Field and Smooth Layer to the  Volume Builder
7. Added a Random Field and Curve Layer to the Group Field
8. Set the Random Field to Noise and set it to animate. Adjusted everything to taste.
9. Duplicated the Volume Mesh 3 times and then adjusted the position of the curves  in each volume to make an interesting interlocking pattern.
10.Exported everything to Alembic

Keyshot 8

Imported the Alembic cache ( 4 Layers).

1. Added a black metal material to 2 of objects,  set both metals to have different roughness values.
2. Added a warm orange emissive to another object and switched 'Visible to Camera ' off. This gave the glowing cavities.
3. Added a glass material to the outer shell (the original subdivided mesh)
4. Added a HDRI and adjusted, no other lights used.
5. Added Bubbles to the outer shell glass material.
6. Set the Camera and a bit of DOF.
7. Switched on Image Styles and adjusted to taste.
8. Added Keyshot Logo and set its colour.
9. Went over the whole thing adjusting everything until I was happy.

Rendered out to .exr at 128 samples using Interior mode, no passes.

Made small adjustment to the final image in Photoshop.

The image was originally going to be a video and i rendered out a small low res sample (which ive attached as a .gif) as a test but I didn't like the way it looked so went for a still instead.

Thats about it :)

Fo me, the new features on both applications work well together, especially the Volume stuff which works great in Keyshot.


Cheers

Peter
Title: Re: Wetsuit
Post by: JonWelch on October 18, 2018, 08:14:56 AM
Quote from: LM6 on October 18, 2018, 07:58:00 AM
but I didn't like the way it looked...

Why the hell not?! haha This thing is so cool, I'd love to see the animation as a really slow-mo morph. 
Title: Re: Wetsuit
Post by: LM6 on October 18, 2018, 08:32:01 AM
Quote from: JonWelch on October 18, 2018, 08:14:56 AM
Quote from: LM6 on October 18, 2018, 07:58:00 AM
but I didn't like the way it looked...

Why the hell not?! haha This thing is so cool, I'd love to see the animation as a really slow-mo morph.

hahaha... to me it looks a bit odd that the bubbles are static when everything else is moving around.
You can time remap alembic caches now so I think that's doable, what do you think, 50% slower or even more?