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X.O Hennessy

Started by BienAvous, February 17, 2018, 02:57:49 PM

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BienAvous

Hi Everybody,

This is my latest work with keyshot.
The 3D Bottle was created with Rhinoceros 3D.



BienAvous

I think it's possible to increase the realism of this rendering.
I've bench this two captures of officina polygonal (CGI studio). I don't understand how he made the grain on this glass shader?
its on specularity or on emboss?

Thank you in advance for your help.  ;)

crankin

Hi. Nice job on the bottle. The textures on the glass can be done by adding textures to the materials. Add a cellular texture, or maybe even a bump map made out of a bit of photoshop grain, onto the glass. Its the textures that give the realism, as you probably know. Your label, the gold band especially, needs some texture to make it look less cgi. Get into the material graph and play with adding these textures. The more effort you put into the textures themselves, the more real your end result will be.

Ive attached a photo of a watch I did to show a bit  of how this can look. Its not glass, but the idea is the same. Almost every object on the watch has had its material worked and worked in the material graph to get the texture looking somewhat real. Use the bump add utility to add cellular and bump maps to a surface, and just keep playing with the scale and height of the bumps and you'll soon get what you are after.

If you want more specific details reply with what you are doing and perhaps we can help point you to the exact tools and processes.

crankin

Also, if I may be so bold, could I have your bottle so I can try it out, then share what I've learned with you? If not, no prob, just thought I'd ask.
Im a still life studio photographer specialising in glassware, so this is right up my learning curve.

Corey

HADI RAHIMIFAR

awesome i love all of them

NM-92

I did experiment with a glass material on the past that needed to be textured but at the same time polished. You could try to separate the inner side of the glass and add the textures there, while keeping the outer surface polished, so that way you'll see the graing somewhere inside the bottle but it'll look clean on the outside. It's worth the shot if you have the time to do it.

DMerz III

 :) Agreed with what the others are saying, if you go pick up a glass bottle, you'll see there are microbumps and imperfections all over the outside/inside of the glass, that might be a very tiny scale, but luckily, you can control the scale in the bump channel  ;) For my glass, I typically keep the roughness at 0 or .001, and use multiple bump channels (tied together in the material graph using Add Bump) to get lots of little variations 'grained' in as you said.

Also...depending on how you modeled the glass and liquid interaction, it appears you do not have much 'depth' or 'thickness' to your glass.

BienAvous

Thanks guy's for your replies and your inputs.
I understand all of your points to increase the glass and label shader and I'd retry to render a new rendering.

@crankin : no prob to share with you my .bip files of the bottle. I'm not on my desktop, but I send you the file this weeks.  ;)

Work in progress ;)

crankin

Thanks - appreciate it. Ill share my work on it with you. Together we shall learn and improve.

crankin

#9
Here's what I came up with. Lots of bump textures and playing with the refractive indexes of the bottle and liquid, which was the beer material.

crankin

This is the material graph for the glass bottle.

crankin

And a close up of the bottle. A bit too bumpy, but you get the idea of adding textures.

crankin

And one more

Josh3D

Great collab guys. The glass looks awesome.

cjwidd

pretty slick y'all, love the liquid