Simplistic bathroom scene

Images of characters done with MakeHuman

Moderator: joepal

Simplistic bathroom scene

Postby joepal » Sun Nov 18, 2012 12:30 pm

EDIT: More functional image links.

This is just a little something I did to test hair textures in cycles (more on that below)

Image

Here I've used the light asian skin by NOA http://www.makehuman.org/node/468, and a sink model I found at blend swap http://www.blendswap.com/blends/furniture/sink/

The hair is the long hair including texture shipping with MH, although I had to twiddle around a bit with it to make it fit into cycles.

I'm not entirely happy with the hair, cause it looks strange towards the bottom of the back. In many cycles renders, it seems as if you get an outline of the underlying mesh. Maybe the left and right strands should be erased to make it look better.

I think this part of the hair looks strange:

Image

With only the hair and no complex background, it's not so visible:

Image
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4626
Joined: Wed Jun 04, 2008 11:20 am

Re: Simplistic bathroom scene

Postby duststorm » Mon Nov 19, 2012 1:37 pm

I think the problem is that each layer of hair is semi transparent to simulate the effect that you see through some parts of each hair layer to see the next one under it.
In real life hair is fully opaque, but there are lots of (fully transparent) openings next to it.

At least the hair at the edges (of which often only one layer is stacked) should be fully opaque, maybe with more fully transparent openings in it.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Re: Simplistic bathroom scene

Postby gmr » Mon Nov 19, 2012 7:59 pm

Are you sure it's not a bug of the rendering engine in blender?

As far as I know at least in the blender internal renderer (the non-cycles one), transparent objects mess up with halo particles behind them, z-buffer messes up with halo particles in front of it (as well as generating other unwanted artifacts under certain circumstances) and in cycles it is likely the hair polygon is being shaded by the surroundings independently of the texture. - I am just guessing but this doesn't seem to me like a problem of the textures used.
gmr
 
Posts: 26
Joined: Wed Aug 24, 2011 10:55 am

Re: Simplistic bathroom scene

Postby Brandy Farfan » Mon Nov 19, 2012 11:12 pm

Wow! At first glance, I thought it was some part of her body or hair , casting a shadow on the Bathroom wall. :o
It's probably a Cycles glitch. Sometimes it leaves strange artifacts, when rendering certain objects. I read alot of complaints on that, on the Blender nation forums, a couple of months back.
But then again, Hmmm.................
Brandy Farfan
 
Posts: 99
Joined: Mon May 14, 2012 8:40 pm

Re: Simplistic bathroom scene

Postby N.O.A. » Thu Dec 20, 2012 1:08 pm

thanks for using the texture I made! :) ... but I think I'll update it with a better one...

...I think the hair is like that because of the texture is made to be a little bit transparent, so that it will simulate the look of real hair
N.O.A.
 
Posts: 49
Joined: Wed May 02, 2012 3:36 am

Re: Simplistic bathroom scene

Postby cochedelaferte » Tue Jan 01, 2013 6:13 pm

Hi Joel,


I'm very interested by this scene, and since some time i intend to make something in this kind, including of course a Makehuman figure. But that i know how, and my question isn't directly Makehuman related. It's about the white ceramics, what is the best way to model its :

- each by each, i mean an only one model, and, after that, duplication ?

- or another way, like an unique surface for all ceramics and an appropriate shader which make itself the separation between each ceramic ?


Cheers,

Sergio
Debian
cochedelaferte
 
Posts: 15
Joined: Wed Jan 18, 2012 10:30 pm

Re: Simplistic bathroom scene

Postby joepal » Tue Jan 01, 2013 7:15 pm

The blender procedure for making the ceramics is pretty simple.

1. Model one square with bevel etc
2. Add the array modifier along X. This replicates the tile along a row in a selectable number of copies.
3. Add the array modifier again, but along Z or Y depending on your rotation. You now have a wall.

Image
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4626
Joined: Wed Jun 04, 2008 11:20 am

Re: Simplistic bathroom scene

Postby cochedelaferte » Tue Jan 01, 2013 10:03 pm

Hi Joel,


Thank's really for this fast, enlighted and also documented answer ! Now i can begin immediately.


Greatings,

Sergio
Debian
cochedelaferte
 
Posts: 15
Joined: Wed Jan 18, 2012 10:30 pm


Return to Gallery

Who is online

Users browsing this forum: No registered users and 6 guests