Topic Sharing

KeyShot 9 Tutorial: Christmas Scene Rendering
KeyShot 9 Tutorial: Christmas Scene Rendering
This article is a 3d rendering tutorial about Christmas scene shared by 3d artist Drown. The article is organized by Fox Renderfarm, the leading cloud render farm in the CG industry. Because there are so many items in the scene, this tutorial will focus on the lighting of the scene and the skills to create a Christmas atmosphere, and the adjustment of the material will be briefly described. Use KeyShot 9 to open the placed Christmas scene, add a camera and adjust the appropriate angle and save. The next work is to give the main body a crystal ball of glass material, and change it to the product mode in the lighting mode, so that light can pass through the glass ball to illuminate the internal details. The tablecloth in the scene and the curtains in the background were selected from red velvet material. The official velvet material of KeyShot 9 was selected to bring out the atmosphere of the Christmas scene. Next, we need to find a suitable HDR map. Because it is a Christmas scene, we need an indoor HDR map with many small bright light sources to simulate the scene atmosphere of the decorative chandelier on Christmas eve. After using the HDR map, rotate it to an appropriate angle to adjust the brightness, contrast, hue, saturation, etc. of the picture to make the scene warm and cold. Enter the image panel, change the image style to photography, adjust the exposure, contrast, etc., to further enhance the warm and cold, light and dark contrast of the scene. Next, open the HDR canvas and manually add a small warm light source to cover the cold-light incandescent light on the original image to further strengthen the Christmas Eve atmosphere. Pay attention to keep the cold light in the scene properly to avoid the scene being too warm. At the same time, the brightness of the small warm light source should be adjusted appropriately and the blending mode changed to ALPHA to ensure that the cold-light incandescent lamp can cover the original image. In order to highlight the crystal ball of the subject, add a sphere to the scene and set the material as a spotlight. After adjusting the position, illuminate the crystal ball. Further fine-tuning various lighting parameters, the atmosphere of the picture is already in place at this time, but now the picture is a little too warm and lacks a bit of realism. Add a cool rectangular light on the right side of the screen to reconcile the warm atmosphere of the screen, so that the screen effect will not be too false. Here we must pay attention to changing the blending mode of rectangular light to blending to avoid the glass ball reflecting pure white rectangular light directly and causing the realism of the picture to be lost. After the atmosphere of the screen comes out, you can start adjusting the texture. Start with the snow in the crystal ball. Use the noise texture node to add bumps to the snow and snow colors on the surface. If the screen freezes, you can hide other items in the scene, including the spotlight. Next, use the matching map to adjust the material of the lounger inside the crystal ball. Anything can be placed here, not necessarily the chair, as long as it is a suitable material and color. It is recommended to use a brighter color scheme to match the atmosphere of the scene. Next adjust the texture of the Christmas tree. After lighting the bulb material on the Christmas tree, observe the current effect. Note that the glass of the crystal ball must be given a transparent glass material, otherwise the light will not find the scene inside the crystal ball and let the light penetrate into the interior scene. Use the matching wood texture map to simply adjust the wood texture base material, and adjust it according to your favorite, such as using a black plastic base. Then open the texture of the glass ball, add the fingerprint texture that is official with KeyShot 9, and after adjusting the position size, turn off the texture repeat, and add the diffuse reflection texture as the fingerprint texture. After that, the fingerprint texture is connected to the label, and the texture is used as the color of the texture. Here, the brightness must be adjusted, and it should be reduced as much as possible to make the fingerprint faintly visible. Use scratched maps, adjust the contrast with color, and control the transparency effect on the glass. Repeat this step to make scratches and bumps on the glass. The effect of the scratches is a little bit, otherwise the glass will look fake. Next use to adjust the texture on the crystal ball name tag. Then use PS to edit a piece of text, pay attention to use a black background, pure white fonts, and use horizontal composition. After saving the black and white picture, use the 3D--Generate Normal Map option in the PS filter to generate a bump texture. Drag the texture to the texture of the brand, create a new texture as the material of the lettering, and adjust the color according to your preference. After adjusting the texture, the black and white image is used as the opacity, and the normal texture is used as the bump. Pay attention to the normal To complete the adjustment of the brand-name texture. Simply adjust the material of the board, and the color matching needs to be darker to avoid the board being too conspicuous. Then use the fuzzy nodes in the geometry to make fluff on the tablecloth. The surface material of the nodes can directly use the original red velvet material. In order to prevent fluff from passing through the model, you can simply render a top view, and then draw a black and white texture according to the position of the item in PS. Use a Gaussian blur filter to blur out the edges of the black and white texture. Then use the texture map as the length texture of the fur node. The length of the fluff where the texture is black is 0. After the geometry node is re-executed, the fluff will not pass through the model. The curtain can use the color gradient node. Change the gradient type to the viewing direction to enhance the volume of the curtain fabric. The background wall is not easy to be too dark or too bright, otherwise the background is too eye-catching and will destroy the atmosphere of the scene. The use of glass as the texture of the candle's wrapping paper can reduce the refractive index to make the texture of transparent plastic wrapping paper. Later, the translucent material is used to adjust the candles, and the color matching can be free. To color various gift boxes, it is recommended to color each gift box, and cool colors are recommended to use blue to correspond to the cold light atmosphere in the scene. Next, you need to adjust the surface effect of the gift box to make the bumpy texture on the gift box. The effect does not need to be too complicated, it can be simpler. Next, add a sphere to the inside of the crystal ball to make a snow effect inside the crystal ball. Finally, fine-tune the composition, lighting, and then render the image.

Keyshot
2020-04-01
Fox Renderfarm News Roundup for March 27, 2020
Fox Renderfarm News Roundup for March 27, 2020
FOX Renderfarm Has Your Back Against COVID-19 Dear friends, I know what you've been going through! Fox Renderfarm has your back against COVID-19! Our cloud rendering services are still available and accessible for you as easy and fast as it was before the outbreak. In the hard time, Fox Renderfarm is willing to and trying our best to help and support. We’ve mailed packages of masks to European and Asian countries including Spain, India, Malaysia, etc. Moreover, special offer to support the community is going to be provided to you soon. Please stay tuned! Stay home! Stay safe! Stay creative! Fox Renderfarm is staying with you! By holding our hands together, the victory will come very soon! Learn more → Fox Renderfarm Has Your Back Against COVID-19 Latest Desktop Client Is Released for Your Better Experience Submit your render job from inside your 3ds Max & Maya, boosting efficiency with just one click. In addition to swifter submission, convenient features like drag-and-drop batch submission and automatic download rendered jobs are ready to improve your workflow as you like. - Ready For Windows - Supported Software:Maya 2015 64bit+ / 3ds Max 2014 64bit+ DOWNLOAD NOW - New way to submit: You can start your render job from inside 3ds Max or Maya. - Upload and download automatically: After the submission from inside your 3D software is completed, the rendering will automatically start and the rendered jobs will be automatically downloaded to a local folder as chosen. - Improve workflow: Streamline workflow, save your render time, make rendering faster and easier. For Tutorial March Inspiration Highlight A WebVR Kitchen Tour: Immersive Tech is Bringing Vigour and New Possibilities to ArchVizRead more→ A WebVR Kitchen Tour: Immersive Tech is Bringing Vigour and New Possibilities to ArchVizRead more→

Newsletter
2020-03-31
3ds Max Tutorial: Analysis of Building Rendering in Dusk
3ds Max Tutorial: Analysis of Building Rendering in Dusk
Fox Renderfarm, as a leading archive render farm, brings to you the analysis of architectural renderings at dusk made with 3ds Max and V-Ray. An outstanding works include two aspects: one is the picture effect, including color matching and composition of the picture. This is the key, as well as professional knowledge and photography skills, and the level of appreciation of photographic works. Another aspect is technology, which can use various tools. This is extremely critical. You must fully understand what to do and how to do it. If you can balance these two aspects well, you can make effective works Software used 3ds Max, V-Ray, Solid Rocks, Forest Pack Pro, Siger Shaders, Photoshop Cs6, Red Giant Magic Bullet and Nik Software. Reference picture Before the production of the artwork, the key step is to find the correct reference photos, prepare the reference for the future atmosphere, lighting and post-production, and try to approximate the reference photos. Basic Settings Linear Workflow is a highly recommended way of working, the basic settings are shown in the figure, Modeling All models are based on flat design drawings. The basic model of this figure is made using Autocad and then imported into 3ds Max. The details after that are added based on your own imagination without any reference. The terrain and surrounding environment are modeled using Forest Pack Pro, which can make stones, grass, and trees with a random and natural feel. The plants on the side of the building should be arranged according to the layout indicated in the drawings of the landscape design. Materials and texturing All textures in the scene use the Siger material as the base texture. Based on this texture, the texture effect is made according to the needs of the project. Keep the texture as simple as possible, using only some basic channels, such as Diffuse Map, Specular Map, Bump Map, etc. It is produced according to the reference in the reference. Using the texture library is a time-saving method. You don't need to spend a lot of time to make each texture from beginning to end. You can make some adjustments on the basis of the texture library to meet the requirements of the project. The material of the swimming pool is a little tricky in refraction on the water surface, and the final result is very close to the reference picture. Lighting HDRI lighting technology is one of the very useful ways to achieve real effects, which can get very realistic and accurate lighting effects. When setting the position of the main light source sun, you can have several options, place it on one side, use warm colors, and then set a transition light source from warm to cold and light to dark. This transition light source can give with a more natural effect on the picture, the light won't appear too flat. In terms of outdoor light sources, the Dome light plus HDRI method uses Peter Guthrie's PG SKIES 2028 for the texture, and the indoor light uses a standard Target combined with V-Ray shadows and V-Ray surface light to match the IES. The small downlight on the ceiling uses V-Ray light to simulate the feel of a light bulb. Rendering This part is a bottleneck for many people. How to set a set of effective parameters? A very old but extremely useful plugin for Solid rocks is used here. Solid Rocks has a very useful set of V-Ray parameters. The interface is very simple. As long as you know V-Ray, you can understand it. Basically it covers all the parameters needed. It is very convenient and quick to use. For those who are not interested in going deeper V-Ray's parameters are very suitable for those who influence the rendering process behind the scenes. Here are the very basic parameters. In V-Ray Elements, it is required to be able to control some effects such as light and dark contrast, reflection and refraction, etc. The V-Ray Raw Global Illumination channel has been added for better post-control. Finally, if you want the effect to be realistic, especially if your local machine fails to meet the rendering hardware requirements, often when the machine crashes, it is recommended that you use a cloud rendering services to render. Post-production The beginning of a work starts from the post-production period, and the earliest reference picture found determines the effect of the final artwork. In the post-production processing, try to keep everything simple, use the V-Ray Raw Global Illumination channel, change the layer to Hue / Saturation overlay mode, and adjust it to indoor without exposure. Then add some texture on the left cement floor. So far, everything has been made with 3ds Max and V-Ray. If you need to adjust the color, you can use the Selective Color adjustment layer, because only this layer can make every color in the scene controllable. The principle is keep the effect of the transition light in the scene, because the four colors in this layer basically cover all the colors in the scene, so this provides the flexibility of color control of this scene, which can well harmonize various colors and tones. The color balance is changeable, so a good reference picture is necessary, as long as you try to imitate the effect in that photo, the trick is actually to find a photo close to the existing rendering effect as a reference, so for post-processing the process is relatively easy. You can also use Hue / Saturation or Curves with this Selective Color adjustment layer. Observe the artwork with your own eyes and make adjustments, such as the halo of the light bulb, you can simply draw a halo around the light bulb to simulate the temperature of the light bulb (the light bulb has no color, only the temperature). This halo can be made a little bit The feeling of exposure. There are two main plugins used in the final step: Magic Bullet Photolooks and Nik Software. The main purpose is to better integrate the adjustments made before, so that the colors, brightness, saturation and saturation in the picture are more natural. As a night scene, you must be aware of the characteristics of the light at night. In photography technology, you need to reduce the shutter speed to get more light through the lens, and observe more photographic works to simulate the characteristics of such photos to achieve realistic effects. Because real photos do not have anti-aliasing, you can use Analog Efex Pro 2 to simulate some graininess and do a little blurring, so that the picture will look more like a real photo and more natural. Hue is a difficult topic to define. It is definitely wrong in real photography, but in the post-production of PS adjustment, this hue technology is used everywhere because the human eye is seeing a picture with a color tone. Unconscious people will think this is a photo, so I will use this feature to use this color tone technology in PS. The suggestion is not to use it excessively, but to control it when using it so as not to cause unnatural effects. The final step is to use High Pass Filter to sharpen the picture, the final renderings,

V-Ray for 3ds Max
2020-03-25
4 Ways To Make Guns Quickly With 3ds Max
4 Ways To Make Guns Quickly With 3ds Max
Fox Renderfarm, as your TPN-accredited cloud render farm, we will often collate some shared experiences from outstanding 3d artists for you, hoping to help your learning. This article is about the four methods of 3ds Max from the artist JFD to make guns quickly. The main content is to explain the 4 methods of making high-profile models, which involves many methods and techniques, which can help you quickly make hard surface models such as guns. The final effect Collection of original paintings and reference pictures Before starting the production, you must understand the basic information of the resources you want to make. Whether it is weapons or characters or props, you must first understand the characteristics of the things you do. Collect reference drawings from different angles to understand the structure, materials, and functions of each location. In this way, things can be made close to reality. Medium model construction The scale and structure of the model are mainly determined based on the reference diagram. Personal habit: Use splines to make large scales, draw sides, use turning commands to quickly generate models, etc. 3ds Max 2019 has a plane line boolean function that can be applied. High model building Method 1: 3ds Max graphite tool line and suspension model First, analyze the model edge line production The line segment between the two lines becomes arc-shaped, the farther the distance is, the larger the arc, and the closer the distance, the smaller the arc Model edge line production: There are several groups of pictures below for comparison between wired models and models without added lines Briefly introduce the common modeling commands for graphite tools: Graphite modeling toolset: 1. Shortcut settings: Custom panel, set common shortcuts: maximize the window space bar 2. "Modeling" tab: modify the selection panel, edit (quick cycle Alt + T, quick slice), and contain the most commonly used polygon modeling tools. 3. "Freeform" option, the most important thing is the topology function 4. "Select" provides a variety of tools specifically for sub-object selection. For example, you can select a concave or convex area, a sub-object facing the window, or a point in a certain direction. Example of graphite tool card line: conversion of flat structure into 3D structure (a more practical method for making tires) A hole was dug in the model: 1. Turn into a circle: line editing / loop panel / loop tools 2. Make a plane before digging and then make it into 3D 3. Bend command Bend, the X-axis is bent 360 degrees to become a cylinder Retopology 1.Edit model panel 2. Model topology selection 3. Select the diamond slash Floating model Points to note: The model requires 2-pixel edges. The perfect floating structure is obtained after the turbine is smooth. The model floats on the surface of the model, leaving a little distance. The structure of the groove or protrusion should not be completely perpendicular to the normal direction, otherwise the effect will be worse when baking the normal. Advantage: Does not destroy the wiring of the model itself, which is easy to modify and can be deleted at any time Disadvantages: There will be some shadow errors when baking AO, and there will also be structural error shadows when rendering high polygons. Method 2: Chamfer cut angle modifier, fast smooth model. Chamfer modifier is a new modifier added by 3ds Max 2017. 3ds Max 2020 has some improvements. The functions are more practical. It can quickly smooth the edges of the model. Boolean and chamfer modifier can greatly improve work efficiency. Method 3: 3ds Max 2019 CreaseSet + OpenSubdive CreaseSet: CreaseSet is new in 3ds Max 2017. With the CreaseSet modifier, you can create and delete multiple crease sets; you can also derive crease sets from the basic settings of the modifier stack; the application can work with multiple objects use. OpenSubdive: The OpenSubdive tool added in 3ds Max 2016 is an advanced model mesh subdivision technology developed by Pixar. It is used to model and produce subdivision surface animation on massively parallel CPU and GPU buildings. OpenSubdiv in 3ds Max The implementation contains three modifiers: "OpenSubdiv", "Crease", and "CreaseSet". OpenSubdiv performs subdivision, smoothing, and creases, and Crease lets you programmatically select edges and vertices of objects and apply crease values to them. Compared with the old version of Turbo Smoothing, the performance is N times higher. It turned out that adding Turbo Smoothing Machine two times would cause the machine to freeze. 3ds Max hardware requirements are relatively high. OpenSubdive saved 3d Max users. 3ds Max boolean + ZBrush boolean, Dynamax + polished 3ds Max Boolean: ProBoolean, select Compound Objects and ProBoolean. 1. 3ds Max Boolean cut out the approximate model. 2. Import ZBrush. Before importing the model into ZBrush, it is important to convert it to a quadrilateral (plus a quadrilateral modifier). Otherwise, the ZBrush model will be messed up. ZBrush 2018 Dynamax, automatic smoothing Some people may ask since ZBrush Boolean is so convenient, why do we still use 3ds Max Boolean? Because the number of 3ds Max Boolean models is relatively low, and the number of segments of the subset model can be modified, simple modifications can be used as low modes, without re-topology, which is very convenient and improves work efficiency. KeyShot for 3ds Max rendering introduction 1. Set the material ID in 3ds Max before exporting the model, and give the same material ID to the same texture structure 2. Export OBJ format 3. Import settings: keep proportion and fit the ground 4. KeyShot 9 new features, AI noise reduction, rendering speed is super fast, usually in a few seconds to map. The following are hard surface works made with 3ds Max,

Keyshot
2020-03-24
Octane for Cinema 4D: To Make A Fantasy Forest Scene
Octane for Cinema 4D: To Make A Fantasy Forest Scene
Fox Renderfarm, your TPN-accredited cloud render farm, organizes this sharing experience comes from the 3D artist Luren4796 for you. The main software used is Octane and Cinema 4d. Luren4796 share us the entire production process about this fantasy forest scene. I hope you can learn something. This fantasy forest scene was inspired by the artwork of other artists. Luren4796 took inspiration from it and wanted to make a fantasy forest with a metal altar in the middle of the forest. So he combined the two works of art to conceive a unique artwork. The reference artworks Modeling The modeling of the main body ball is very simple. It mainly uses a plug-in called Trypogen. This plug-in is very good. It can easily change the basic sphere of Cinema 4D into other arbitrary shapes. I suggest you try it. The ring around the sphere is also very simple. It is also modified using the circle that comes with Cinema 4D. The more convenient point is that the UV of the built-in model is already split, and you can use it with a slight modification. UV uses a software called RizomUV, which can quickly place the UV in the way you want. If the model of the altar is split, it is also quite simple. The only trouble is the edge wear on the base. This is a deliberate use of a broken plug-in, which can quickly create broken edges on the cylinder. Scene making First, a displacement map was used on the ground, and then, the AO discover, replace, bump and specular map was used. Then add an HDIR to the scene, and a blue fill light on the right, and an increase on the left. An orange fill light. An orange light was added directly in front of it to add color to the subject. Textures for ground use Light source position The tree in the scene is made of Forester Tree Library. In order to have a better final effect, you can place the camera first, and make some optimizations and adjustments according to the foreground in the lens. The foreground looks relatively empty. After consideration, some stones and stumps made in the previous project were added as decoration. Add some decorative flowers and trees according to the lens again, still made with Forester Tree Library. Now you can see that the background and the sphere and some models of the altar are all made. The texture of the ground looks good. In order to better integrate the ground and the altar, you can try adding texture to the altar to test the effect. But the foreground still looked a bit monotonous, so some water elements were added to the grass, and the prominent part of the altar was modified into a gem. And add water and gem materials to self-illumination to make the dream effect look more prominent. Particles and fog The particles use the default particles, which increases the number and reduces the speed, and adds a dry wave to increase the randomness of the particles. Change the shape to a sphere and add a glowing material. Create a random color node connected to the gradient (color setting: same as the scene orange and blue) to make the rendering look more natural. Added a layer of fog behind the bushes to make the scene feel more volume. Texturing The texture in the middle of the sphere uses a sub-surface scattering associated with the metal layer. The color of the Transmission is adjusted to blue, which increases self-illumination and adds a layer of scratches on the bumps. The outer ring part is painted by hand. Increasing roughness increases bumps and specular reflection. The general effect is as follows: After testing the rendering, I felt that the picture was not rich enough, so I added 2 butterflies below the ring. Adjusted reflection, refraction, and saturation and color temperature in PS after layered output. And here is the final rendering,

Octane for C4D
2020-03-23
How to Set Up a Maya Render Farm
How to Set Up a Maya Render Farm
Maya is an excellent 3D production software owned by Autodesk. It is very famous in the animation design industry and belongs to the top design and production software. Especially in animation production, game characters, film special effects. For example, Blue Sky's animated movie Spies in Disguise in 2019 and Netflix's science fiction series Lost in Space. The issue of rendering is inevitably involved in animated film production. I believe that many people are worried about the rendering time is too long and the delivery time is too tight, but using the render farm is a good choice, so how to set up a Maya render farm? Spies in Disguise Lost in Space How to build a Maya render farm? First of all, there are many issues to consider when setting up a render farm, such as the number of machines, the configuration of the machines, the network, labor, software, purchase of Maya's license, time cost, security, and your budget. You can refer to the following article: Is Building Your Own Render Farm The Best Option? If the project budget is tight, and you don't want to spend too much time on setting up and managing the render farm, you can consider using a commercial Maya render farm. After all, it can be used anytime, anywhere, and there is no project or the project has not reached the rendering progress when you don’t need to vacate your resources or ask someone to maintain it. Especially in the process of using your local render farm, if you encounter unexpected problems, you can also get the assistance of professional technicians. You don't have to spend time researching the problem yourself until you find a solution. During this period, if you are in a commercial Maya render farm, Some projects are estimated that you have finished rendering. The Top Benefits of Online Render Farms Of course, choosing a commercial render farm also requires choosing a large and well-known professional online render farm, which guarantees safety. In addition to security, the number of machines and the quality of service can be provided very well. For example, the TPN-Accredited cloud render farm, Fox Renderfarm, in addition to providing massive rendering nodes, 24/7 services, there are professional TD personnel to solve technical problems for you at any time. At the same time, Fox Renderfarm is the rare render farm in the CG industry that supports both CPU and GPU rendering. Various mainstream software, renderers, and plug-ins are supported, as well as personalized customization services. Fox Renderfarm provides multiple submission methods for users to choose from. In addition to web page upload, rendering, monitor, and download, offline software applications can also be used for asset uploading, rendering, monitoring, and downloading. It's very easy to use and it only takes a few steps. If you are still hesitating to build local Maya render farm or use a commercial render farm, why not directly get a free trial of $25 on Fox Renderfarm, which can be used as a real experience reference.

Maya render farm
2020-03-18
Best Cloud Rendering Services
Best Cloud Rendering Services
Maybe you are always wondering when your face so many render farms, which one should you choose? You want to find the best cloud rendering services to use, which always mean your standards, like easy to use, safe, affordable, fast, smart, good services and more. Fox Renderfarm is worth consideration. We supports powerful but affordable render farm services, both GPU and CPU rendering are available and fires up thousands of rendering nodes instantly. As the TPN-accredited cloud render farm, Fox Renderfarm has earned a good reputation for its quality performance, great customer service, and flexible pricing scheme. Fox Renderfarm has an outstanding team with over 20 years’ experience in the CG industry. Team members are from Disney, Lucasfilm, Dreamworks, Sony, etc. With professional services and industry-leading innovations, they serve leading special effects companies and animation studios from over 50 countries and regions, including two Oscar winners. In 2015, Fox Renderfarm formed a global strategic partnership with Aliyun (Alibaba Cloud Computing) to provide global visual cloud computing services. Also, you can have a look at some testimonials from our beloved customers, "I used Fox Renderfarm for the first time for rendering this image. It was great. I got the 4K render in just half an hour, in my PC, it would take 6 hours." - Surjendu Das(3D Artist) "It’s a really efficient render farm with one of the best support I have seen. During the time in which I had to render my stuff for my demo reel, I found myself not being able to use my school’s computers because other students were hogging all the other PC's. And since the deadline for our reels were coming close, I managed to render out all of my things in time with Fox (Renderfarm), with just a simple upload and letting it render overnight and start compositing, while the others were still trying to find renderable PC's at school." - Jeffrey Frias(Winner of Fox’s Got Talent) "We have tried Fox Renderfarm recently, rendered a couple of animations and the scene… Even though we have been very skeptical as we had the experience from the other render farms especially with such high resolution, we were surprised that the image was successfully rendered without any problems on the GPU-based platform. The website seems very well organized, and the farm quite affordable." - Uros Vukovic(Director of DIORAMA) It was a pleasant surprise to work with Fox Renderfarm. We had to outsource some parts of the render in order to deliver on time and Fox Renderfarm allowed us to meet our deadline. Sure we will work again with them if we need to. - Spanish animation studio Blow Studio Wanna know more testimonials about the best cloud rendering services provider Fox Renderfarm, please visit HERE.

cloud rendering
2020-03-17
Blender Creations: How to Sprinkle Some Fun in Characters
Blender Creations: How to Sprinkle Some Fun in Characters
Talking with prize-winning 3D artists - How to absorb inspiration from life and other forms of art - How to make scattered sources of inspiration into a coherent character - How to realize your ideas and deal with technical problems in 3D software GraveyardAndrey Agafonov Inspired by Coco and Lancelot Brown Exclusive Interview → A Self-Taught Creator Realized His Unique Idea in Blender The AlchemistPeshang Ahmed Inspired by Yoda and Spirited Away Exclusive Interview → Creating an Alien Alchemist Inspired by Yoda and Spirited Away Street Musician ReindeerDante Resendez Delgado Inspired by street singers in Vancouver Exclusive Interview → Street Musician Reindeer Made in Blender: Sprinkle Some Fun in Character How to Improve Your Techniques and Creativity In interviews with numerous outstanding 3D artists that won prizes in all sectors of 3D creations, participating in competitions is what they all mentioned when speaking of ways to improve. Why not do it now, join FGT3D challenge themed 'Easter Egg', practice what you've learned, and win some decent prizes! ↓ SUBMIT NOW ↓ Send your artwork to FGT3D@foxrenderfarm.com with your name and/or the studio's name. OR Join CG & VFX Artist Facebook group, post your artwork in the group with tags FGT3D and FGT3DEasterEgg2020

Blender render farm
2020-03-16
V-Ray for Maya Tutorial: A 3D Cute Emoji Making Process
V-Ray for Maya Tutorial: A 3D Cute Emoji Making Process
This article is organized by Fox Renderfarm, a well-known render farm in the CG industry, and shares the process of making a 3D version of a cute emoji package from 3d artist Bao Xiaoge. The software used is Maya, V-Ray, etc. The inspiration for the creation comes from a mobile game, and the prototype is very cute, so I want to make it a 3D dynamic version. The overall is very simple, and there is no technical difficulty. Modeling The model production is not complicated. Because the surface of the prototype is smooth and the structure is few, it is more efficient to make directly from the simple basic block. So I chose to use the box as the base model to start making and then used the basic polygon modeling: starting from the points and lines to adjust the outline, we must pay attention to the line to be uniform. And remember to check the model more so that no obvious defects appear after smoothing. If you still feel dissatisfied with the model later, you can also use the moving brush in the Maya sculpting tool to make fine adjustments. Another thing to note is that in the model stage, you need to take into account the bone binding, such as the elbow needs to do bending movements, then the line segmentation of the elbow part should be sufficient. And the parts that need to be squeezed and deformed also need more segments to avoid problems such as model interpolation during animation. Rigging The rigging part is also very simple, without using deformers or the like, but using the most basic bones. Note that when you create a bone, remember to repair the bone axis. Generally, the X-axis points to the next bone, and the Z-axis is the rotation axis. The operation is as follows: Turn on axial display: Select all bones and click Display-Transform Display-Local Rotation Axes Repair the axial method: Select the bones, switch to the Rigging tab, and click Skeleton-Orient Joint. The final axis is shown below: And the hand bone part uses Spline IK because Spline IK is really simple to use, especially for novices. After adjusting the final binding effect: Animation The main difficulty of animation is to make the feeling of soft and cute Q bombs. In order to achieve this purpose, some very basic but useful techniques are used in the animation: Keep the same volume: Keep the same volume when squeezing and stretching the body. Simply put, squeezing becomes a cake, and pulling will become a bar. Follow and buffer the action: the body moves first, and the eyes move later (because the kinetic energy transmission of the fluid is different from that of a rigid body) The shape of the eyes also needs to be squeezed when squeezing (such as closing eyes) To sum up the above three points, a gif was drawn. Although it is very simple, you can basically see the effect of the above three points. What, too fast to see clearly? Here is the slow version. Pay attention to the volume change and eye movement. As long as you keep the three points above, the overall animation will be very flexible and cute, and you only need to add a little detail. Rendering The V-Ray renderer was selected for rendering. The part of the light is to weaken the ambient light as much as possible and let the light stick be a part of the light source. Because the character is waving a light stick in his hand, it will form a lighting effect at different angles during the movement, which is really suitable as a moving light source. Not only does this increase the atmosphere of the scene, but the changing colors will also make the whole picture more dynamic. The remaining lighting arrangements choose to use three rectangular lights, of which the light source above the head is the main light, and the other two light sources are the auxiliary light. The three lights are disconnected from the ground so that the lights will only illuminate the character itself without letting The scene becomes very bright, let the lighting of the scene be left to the light stick! The production of the material part is very simple. It is a mixture of Lambert material and luminous material. Since most of the body is covered by hair, a very simple Lambert gray-black material is used, while the cat's claws and eyes in the ear part are a blend of glowing materials. To make the color change dynamically, here we choose to directly control the color to achieve keyframe control. Of course, you can also use the time axis to control the Ramp UV sampling output color, as shown in the figure below. The advantage of this is that the color control is more convenient, color transition and playback speed and better control. As long as the production of hair is simple and quick, the function can be used. So choose to use V-Ray Fur. Just a few parameter adjustments can produce the effect. V-Ray Fur's basic functions are also very comprehensive, making small fluff without close-ups perfect. If you observe carefully, there is no hair in the eyes and ears of the character. I use the mask map to control the growth range of the hair. I can also use the map to control the color and other parameters. Of course, the model must be divided into UVs first. After doing this, you can render. And you will find that the above productions are all basic processes without using too many skills and operations. I believe you can.

V-Ray for Maya
2020-03-13
How to Render with 3ds Max
How to Render with 3ds Max
3ds Max is a 3D production software with a huge user group, which is widely used in the fields of Film and Television, Architectural Visualization, Advertising, Games, and other fields. For 3d artists, the most troublesome is probably rendering. If you use your own computer to render, you will often face the phenomenon of slow render speed and long waiting time, and some larger pictures will even crash the computer directly. In fact, render 3ds Max projects is not that complicated at all! Today I will introduce how to use cloud render farm to achieve the purpose of accelerating your render speed. Take Fox Renderfarm as an example, they have two options: web page and desktop client. The specific usage methods/steps are as follows: 3ds Max web submit tutorial I. Preparations for 3ds Max web submission: 1.1 In the case of web login, please visit web login for details. 1.2 In the case of web transfer, please visit web transfer for details. 1.3 Compare the local and could asset directories. II. 3ds Max web submission process (4 steps: submit > analyze > render > download): 2.1 Click “Submit” button on the left, select the software for submission > set a project path (Note: this project path contains all the materials used for the Max file) > select the document for rendering, then click “Next”. 2.2 Add software configuration after submitting the job (Note: regarding the software and plugin used in the file production, VRay renderer doesn’t need configuration), click “Go Analysis” and wait patiently for the analysis to be completed. 2.3 Click the job with “Analysis Done”, set render parameters and then submit it for rendering (Note: the actual rendering starts only at this job) 2.4 On the rendering page, click the job > export the file > download. 3ds Max desktop client submit tutorial. 1.Sign in the desktop client to enter the main interface 2.Drag the max file to the job area in the client, thus to trigger the submission and start the scene analysis. 3.Add or select the software plugin version corresponding to the file and click “Next” to enter the analysis page. 4.Click “Next” when the analysis is done (Note: corresponding prompt will appear in case of any error in the analysis results or warning thereof) and set render parameter setting (including: common settings and Vray settings). 4.1. Common setting: 4.2. Vray settings: 5.Click “Submit” to start the uploading. The rendering is automatically started upon the completion of submission, and hence the submission job is successful. Because of the high requirements of the machine's hardware during the rendering process, many people's own computers cannot support the render requirements of large files, and the render farms has solved many 3D artists' concerns about this part. With the render farm, sometimes even a 1-month project can be rendered in 15 minutes, and the rendering is completed without using the local machine, and the 3D Artist can spend more time on creation.

3ds Max Render Farm
2020-03-12

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