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Akrid

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Guitar Modeling - Part 4 (Final)

This Week,

 I'm still on easy street, waiting for renders to finish up. I managed to increase my processing power by more than two-fold by setting up a network between my computer and another in the household, which is pretty sweet. I now have 8 cores (4 of those hyper-threaded) at my disposal, as opposed to my former 4. I leveraged this power to double the render quality, taking about the same render time it would have with my old setup. This boost couldn't have come at a better time as it turns out. I had to increase the light sampling to the astronomically high value of 16,000 in some of these images, in order to eliminate some extremely pervasive artifacts (And even then they weren't completely eliminated). For reference, light sampling is usually set to 512-1024. Either I did something horribly wrong to cause this or it's time to re-evaluate my choice of rendering engine.
No Caption Provided
No Caption Provided

Taking some advice from SSully, I resisted my urge to just make it as pretty as possible and tried to create a more photo-real look for my guitar. I did this mainly by establishing some context in the scene, which really helps the viewer understand how and why the guitar is picking up the light the way it is. I then post-processed the image using a really nifty (and free) program called Motiva Realcamera which simulates camera lenses, adding a slight amount of vignetting and chromatic aberration. This jazzes up the image in a fairly realistic way. Here is the original un-processed version for comparison.
 Great example of the aforementioned artifacts. I'll replace this with the clean one once it's done rendering.
 Great example of the aforementioned artifacts. I'll replace this with the clean one once it's done rendering.
No Caption Provided
I also did a few more "Product" shots, scenes that were carefully lit in a studio environment. I made the black version of the guitar for one of them, which on a shader level was a simple task, but getting the lighting right on a predominantly black render is a challenge. Fortunately the white trim helped in distinguishing the outline of the guitar from the background, but getting the right shine on the body was a bit of trouble. There are a bunch of things wrong with the black render too, the shading errors that I said wouldn't show up did, the shine on the pickguard is not to my liking, and I completely screwed up the texture of the fingerboard somehow.

Pretty well all of these need to be re-rendered for some small reason or another (None of them have textures for the volume/tone dials for instance...), but they took so goddamn long. I'll eventually get around to it though. For now I'm back to thinking up something else to do!

Regarding my usual Edumacational Section,

 does anyone actually enjoy those? I read some of the old ones this weekend and I'm not really sure that I'm doing the covered subjects justice. They're really scattershot since I make it up as it pertains to my work, and I'm not very good at being long-winded so they all read very... Briskly. It's hard for me to determine if this information is of any value to somebody. It's also kind of weird that I'm doing this when my own understanding is still in a somewhat tentative stage.

I went in to this with the grand ambition of instilling some degree of understanding of this field throughout the entirety of GB. I don't think I'll be able to accomplish this the way this is going. Nevertheless, I'd like some feedback:

Should I continue with the explanatory sections or simply post my work with the intention of receiving comments/criticisms?
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6 Comments

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Akrid

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Edited By Akrid

This Week,

 I'm still on easy street, waiting for renders to finish up. I managed to increase my processing power by more than two-fold by setting up a network between my computer and another in the household, which is pretty sweet. I now have 8 cores (4 of those hyper-threaded) at my disposal, as opposed to my former 4. I leveraged this power to double the render quality, taking about the same render time it would have with my old setup. This boost couldn't have come at a better time as it turns out. I had to increase the light sampling to the astronomically high value of 16,000 in some of these images, in order to eliminate some extremely pervasive artifacts (And even then they weren't completely eliminated). For reference, light sampling is usually set to 512-1024. Either I did something horribly wrong to cause this or it's time to re-evaluate my choice of rendering engine.
No Caption Provided
No Caption Provided

Taking some advice from SSully, I resisted my urge to just make it as pretty as possible and tried to create a more photo-real look for my guitar. I did this mainly by establishing some context in the scene, which really helps the viewer understand how and why the guitar is picking up the light the way it is. I then post-processed the image using a really nifty (and free) program called Motiva Realcamera which simulates camera lenses, adding a slight amount of vignetting and chromatic aberration. This jazzes up the image in a fairly realistic way. Here is the original un-processed version for comparison.
 Great example of the aforementioned artifacts. I'll replace this with the clean one once it's done rendering.
 Great example of the aforementioned artifacts. I'll replace this with the clean one once it's done rendering.
No Caption Provided
I also did a few more "Product" shots, scenes that were carefully lit in a studio environment. I made the black version of the guitar for one of them, which on a shader level was a simple task, but getting the lighting right on a predominantly black render is a challenge. Fortunately the white trim helped in distinguishing the outline of the guitar from the background, but getting the right shine on the body was a bit of trouble. There are a bunch of things wrong with the black render too, the shading errors that I said wouldn't show up did, the shine on the pickguard is not to my liking, and I completely screwed up the texture of the fingerboard somehow.

Pretty well all of these need to be re-rendered for some small reason or another (None of them have textures for the volume/tone dials for instance...), but they took so goddamn long. I'll eventually get around to it though. For now I'm back to thinking up something else to do!

Regarding my usual Edumacational Section,

 does anyone actually enjoy those? I read some of the old ones this weekend and I'm not really sure that I'm doing the covered subjects justice. They're really scattershot since I make it up as it pertains to my work, and I'm not very good at being long-winded so they all read very... Briskly. It's hard for me to determine if this information is of any value to somebody. It's also kind of weird that I'm doing this when my own understanding is still in a somewhat tentative stage.

I went in to this with the grand ambition of instilling some degree of understanding of this field throughout the entirety of GB. I don't think I'll be able to accomplish this the way this is going. Nevertheless, I'd like some feedback:

Should I continue with the explanatory sections or simply post my work with the intention of receiving comments/criticisms?
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Akrid

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Edited By Akrid

7 hits? Oh hell naw!

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RagingLion

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Edited By RagingLion

Hello.  I've been reading all of these posts even if I haven't commented on them.  It all looks very impressive to my untrained eye, particularly, this last set - it's amazing how it's all come out of a computer and what a self-confessed non-expert can pull off.  I'm aware that within a specialist field a specialist will be aware of things and be able to put into words issues that may just be subconscious to others, if noticed at all -  I'm not even sure what visual artifacts you might be referring to for example.

It is interesting for me to read and view a bit of what goes on in this field and see some examples of the process of developing something through a few iterations.  Some of the tech speak goes over my head though I can interpret what some stuff might kinda mean, but it's been interesting to at least see all the kinds of factors you have to take account of in your work even if I don't understand the detail of those factors.

Out of interest what would you say your own key strengths in all this are:   the modelling itself; using lighting; designing a model from scratch; something else?

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HitmanAgent47

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Edited By HitmanAgent47

too much blurring which made it look less real. Maybe storyboard it out or layout with a sketch, then create it. Framing could be better. Just being honest, I liked your last blog where things were sharp and well framed.

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Akrid

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Edited By Akrid
@RagingLion: I'm glad you're getting some enjoyment out of it, despite it all being somewhat poorly written. I'll try and make it a little better explained in the future. This is difficult though when I'm just making it up as I go along. It's also totally ridiculous to try and explain all of this in an entirely text-based format. Nevertheless, I'll try! I think I did a pretty good job with my first blog on here, I'll try and get it back up to that level.

The business about the artifacts was more or less a personal aside, it's not really terribly relevant nor did I expect it to be perfectly understood . I actually felt the need to explain it because I thought that there was no way that anyone could miss it, but your right, people who aren't familiar with this stuff wouldn't notice 9 times out of 10 (it's in the 3rd image on the far side of the body by the way).

In this blog in particular I didn't really make a great effort to explain anything since I was gauging peoples interest in cutting out that information. Of course I forgot that I don't exactly have a large enough audience to be able to 'gauge' anything.

The "Detail of those factors" will probably be discussed at a later date. I'm just trying to lay down a base knowledge before I get into any specifics. 

At this point in time I'd say I'm a fairly well rounded generalist. I don't think I excel in any particular aspect since I put equal effort into all. This is not something an employer looks for though, they want one thing from you and they want it done well. Eventually I'll have to pick my main focus.

Thanks for commenting, this is exactly the kind of feedback I was looking for!

@HitmanAgent47: Good point! The fact that there isn't much of a focal point was my main worry with these renders. Getting the right framing was also difficult, my options were heavily restricted. 

Honesty is exactly what I want!
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RenegadeSaint

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Edited By RenegadeSaint

The guitar looks FANTASTIC. Both the black render and the wood finish have their own unique charms. I, for one, would love to see more of the educational sections. I don't always have time to read them early on, but I get to them eventually.