Created some greyscale versions of the shoe texture to use as bump maps, lightened them quite a bit as the bump map was far to strong on the shoe when I applied it, so these lighter ones create a more subtle effect which looked a bit more realistic:
Shoe without bump map:
Shoe with bump map applied:
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Setting up the scene to render:
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Set up a 3 point lighting for the shoe object, a spotlight at the front, an area light at the side to light up an area which was too dark, and a directional light which casts raytraced shadows. I also set up a camera and added in a polygon plane for the shoe to sit on. |
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The shadow being cast by the directional light looked too harsh with the hard edges |
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Feathered the edges by increasing the Shadow Rays and Light Angle |
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Setting up the render passes in the Master Layer to include: Beauty, Depth, Diffuse, Shadow and a DiffuseNoShadow to experiment with. I did not add in a Specular pass as there is no specular map applied to the shoe. Also set up an Ambient Occlusion render layer by itself as the pass I set up in the master layer didn't work |
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Ambient Occlusion set up by creating a surface shader and attaching a mib_amb_occlusion to it |
For assessment we needed a pair of something, so for the shoe I duplicated and mirrored the object to create another one. I then adjusted some of the geometry according to the position I put it in, for example the loops of the laces are now falling gravity to the floor:
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Pair of shoes - Ambient Occlusion |
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