August 23, 2016 1:00 PM
by B. N. Reporter
In addition to the Render of the Week Award,
www.BlenderNews.org is featuring PRODUCT VISUALIZATION IN BLENDER a regular series, showcasing quality product viz realized in Blender,
selected from published artworks for (a) given week(s). If you would like to have your works featured in this series, please submit your professional-quality product vidz to www.blenderartist.org or to the Member's Gallery of this site, or Contact Us to show where your work is available on the internet.
- Editor in Chief
How good Blender can be for product visualization? You might find the answers in the arts and comments made by the following artist(s):
AdamEve Signature custom diamond ring, for Ms.Evelin
by Gerardus Mayella Aryo Timur
My name is Gerardus Mayella Aryo Timur, I've been a Professional Visual Product artist and character artist for over 6 years, 12 years of total experience in self-learning since. My goal is to teach a value that everyone deserves a chance for being great, not bounded by hardware capability or prestigious art diploma, that the obsolete BI engine can give its true potential, that even a drop student can be valuable through innovation and improvement
About "AdamEve Signature custom diamond ring, for Ms.Evelin:"
This is a full render for a product presentation that fully produced in BI. One of the biggest challenge is simulating the phenomena of : A.Diffuse Lighting B.Reflection C.Material set-up D.Shadow compute.
A. To fully complement the high quality studio lighting, I needed to use some custom made lighting that fully mimic the area light behavior but still can be customized. This is achieved with technique called pseudo area-light, a dome with fully rigged spot light that the setting can be setup each individually for the purpose
B. For the reflection is the major key in the product visualization that have a metal based material, I start with painting the custom equirectangular HDR map in Photoshop, each light individually placed and based on Plutchik's color mood wheel, I start painting the light color reflection individually based on the reference. After I'm done, the glazed reflection is only achievable with a box mesh of polygon, each carefully placed to achieve like the final image.
C. For the Material, I use 2 layered materials that is consistent with the PBR approach, the first consist of the base reflection, the second is to mimic the fresnel angle of incident phenomena.
D. For the shadow part, I'm using the dome light with sun light approx 15+ lights (shadow only) aiming directly at the object surface, with only shadow ray, and fully soft shadow setting and 6 samples for the each light, producing highly believable shadow rather than AO Internal precompute raytrace algorithm.