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task chair render

design-engine

New member
Design engine modeled this task chair partially for fun using Pro/ENGINEER. For competition with Photographers during the recession we at design engine offer to computer render the chair for customer and make multi-color and offer other options that photographers have to charge more for. We fake it all using CG. Have a look.

taskchair600.jpg


Chair modeled using Wildfire 5.0 in 6 hours and getting the lighting and texture right using VRAY in Rhino 5 hrs

stack600.jpg

Edited by: design-engine
 
Very nice work, for the setting and materials involved i might suggest Keyshot, you could obtain excellent results in less than 5 hours (and you won't need to pass through Rhino ;D )

Rendering is now mature enough to be the prime solution for product presentation and material test. Rendering engines now come with tons of perfectly good materials and you rarely have to dig into the guts of the material definition. On the other hand, the flexibility of "proper" engines like VRay, Lightwave, MentalRay ecc is unbeatable, but now even a "non specialist" can produce good images.

Paolo
 
I have a question about Keyshot. I have been comparing it to Shot(hyper...) and have found the shadows in Keyshot to be blocky, even on the highest quality. The shadows were the same when I tried Hypershot a year or so ago (same engine though, before the split?).

Is the quality of the shadows better in a final render?

Sorry for going off topic.

On topic, render looks good, floor plane does give the game away instantly (if you are comparing to photographer) blurry reflections on the top image help alot.
 
gristle said:
I have a question about Keyshot. I have been comparing it to Shot(hyper...) and have found the shadows in Keyshot to be blocky, even on the highest quality. The shadows were the same when I tried Hypershot a year or so ago (same engine though, before the split?).

Is the quality of the shadows better in a final render?

I remember blocky shadows in Hypershot only when the object was on the ground, that is the only blocky shadows where the ones casted to the ground from an object laying over it. This defect was not visible in the final rendering (but how long does it take to final render in Hypershot! I remember Lightwave engine being much faster!)

I'm testing Keyshot 2 now, and ground shadows near the part are blocky again only in realtime but they clean up nicely if you maximize shadow quality

Paolo
 
in mental ray to reduce the blocky shadows you simply add more light rays. Render takes longer but the shadows defuse nicely.

I will try next week to pop out some wildfire 5.0 renders using mental ray. Al thought not all the settings are there as one might be accustom to in Maya the new WF5.0 render uses the same engine.
Edited by: design-engine
 
design-engine said:
in mental ray to reduce the blocky shadows you simply add more light rays. Render takes longer but the shadows defuse nicely.

This is the same in Keyshot, and basically in every rendering package, although the options always have different names :D Realtime rendering is fun but it is still a "preview", if you want photo accurate results you have to sit and wait :)

Paolo
 

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