April PhotoWorks Contest Voting

Discussion in 'SolidWorks' started by Rob Rodriguez, Apr 23, 2006.

  1. The April PhotoWorks contest has closed and the images are posted for
    voting. Visit www.robrodriguez.com to vote for your favorite image. While
    your there download the model for the May contest.
     
    Rob Rodriguez, Apr 23, 2006
    #1
  2. Rob Rodriguez

    neil Guest

    Your own image is quite good but without a shadow it doesn't quite work.
    The 3d Studio render is very nice....but I voted for...well we will just
    have to wait and see when the tally is done :eek:)
     
    neil, Apr 23, 2006
    #2
  3. Rob Rodriguez

    ed1701 Guest

    Yes, a shadow is essential to make it look right.
    That is what 'studio plastic' is supposed to be for - you can make the
    material clear so you can see an image in the background, yet the clear
    model will show any shadow cast on it. Rob could have made a simple
    model of a floor for the phone to sit on, set it to studio plastic, and
    he would have gotten that shadow on top of the book without doing any
    compositing.

    HOWEVER... (there's alwyas a however with SWx, isn't there?)

    Studio plastic has a bug when used with indirect illumination - the
    clear part reflects back a splotchy white no matter what you do. It is
    still broken in 2007.

    If people want to easily cast shadows on pictures AND use indirect
    illumination, please report this bug so it rises in the list!

    However, if you are just using lights you can get shadows cast on
    pictures using a studio-plastic object.
    Ed
     
    ed1701, Apr 24, 2006
    #3
  4. I couldn't have said it better myself Ed.


     
    Rob Rodriguez, Apr 24, 2006
    #4
  5. Rob Rodriguez

    neil Guest

    hmmm ok I don't use PW so I wasn't aware it was a bug rather than a missing
    capability or an omission on Rob's part..
    BTW why doesn't an obviously important bug like this just get fixed? I have
    never understood why users should need to report the same bug again and
    again to get action - several releases after the event if they are lucky.
    I hope some attention has been paid in 07 to the old PW interface
    deficiencies...
     
    neil, Apr 24, 2006
    #5
  6. I'm not sure Neil. I have to agree though, its seems like some bugs just
    never go away.
     
    Rob Rodriguez, Apr 24, 2006
    #6
  7. Rob Rodriguez

    ed1701 Guest

    Agreed!
    As I understand it, SWx rates bugs based upong business impact (this is
    a big one - instead of just taking a snapshot, now I have to model the
    world) and frequency of reporting.
    That second part 'sort of' makes sense - if I was the only one in the
    world who minded, I should get at the end of the line. However, this
    thinking is flawed because sometimes its not clear its a bug, and even
    when it is as clear as this example its such a pain in the ass to
    re-report a known bug (often having to educate the tech support guy
    about it) that we users just don't bother (we have jobs to do). So we
    get bugs that languish for release after release because they just
    never climb that high on the list.
    This one seems so simple that it shouldn't take much to explain. The
    whole point of studio plastic is to have a clear material that shows a
    shadow - heck, if i didn't want it clear, I would just use PLASTIC!!!
    (duh).
    Good luck getting your tech support guy on board about that, though.
    They will likely each have to have it explained to them (it will help
    if you can point to the exact item in the pWx manual that describes
    'studio plastic - I regret I do not have the manual on me right now to
    give the page and item), and then they need a clear, reproducable
    sample to submit upstream just to add another tick to an already known
    problem.
    What a waste of time. I have grown to let many of them go - but this
    one saves SOOO much time its worth the fight for once.
    Ed
     
    ed1701, Apr 25, 2006
    #7
  8. Rob Rodriguez

    neil Guest

    Well I don't know how SW is structured internally but I imagine there is a
    small group of people in a corner somewhere with a permanent assignment to
    PW matters? It ought to be possible for PW to be maintained to a high
    standard independent of the main program. I don't see that they need to be
    using the same priority system as the rest of SW. Possibly there are only 25
    or so bugs in PW that could do with attn - aside from the things which don't
    work especially well ;o) It can't be that much of a strain to fix them
    surely.
    I don't understand either why for simple issues like this SW won't come on
    board with reporting via the SW forum. For add-ins it would be ideal and
    users would be heartened to be able to communicate with the boffins directly
    instead of jumping the support hurdles to no apparent end.
    Perhaps you should whisper in the ear of a contact of yours at SW that they
    really need to do something in the instance of this bug.
    Honestly I think if you are going to offer a renderer then you should have
    shadows working...what is the point of a render without shadows...may as
    well just capture a SW window.
     
    neil, Apr 25, 2006
    #8
  9. Rob Rodriguez

    ed1701 Guest

    "Perhaps you should whisper in the ear of a contact of yours at SW"

    It was more than whispering, and it was around eight months ago. I
    have done some more 'whispering', but getting anything to happen in PWx
    is slow.
    Case in point - It took me over three years just to get the defualt
    gamma set to 1 instead of 1.5 or whatever stupid value it was before,
    and that is just a simple change of, I presume, one or two bytes in the
    code. Remember all those people who's renderings to file would be
    darker than renderings to screen? It was because the default gamma
    unnaturally ligtened up the screen. I cringe when I think of the
    thousands upon thousands of hours lost worldwide because someone set a
    default to a value that made no sense.
    BTW - I loved the counter argument from PWx guys - 'but you can set it
    to 1 yourself'. OF COURSE I CAN, and of course I did. But what about
    everyone else?? I used to work in an office of 12 people rendering
    stuff, and I had to go around and teach each one of them about this.
    Every new installation of SWx the deault would get set back to 1.5 and
    I would get burned by it when my final rendering didn't match my tests
    to screen. Now multiply that wasted effort by 380,000+ users (or, more
    reasonably, the 10K-60K who I imagine use PWx). And to add insult to
    injury, no one could find a single good reason for it to be set to 1.5,
    but they were terrified to change it.
    Some of the guys at SWx are great and fight for us. But I get so
    frustrated dealing with a handful of them, and unfortunately the most
    frustrating of the bunch are involved with PWx. Trying to get them to
    change anything, even stuff they can't justify, is a nightmare.
    If I was a betting man I would say that they will not fix studio
    plastic, but in two years will instead create a new material that
    finally does it, using the justification that some poeple MIGHT already
    have their 'studio plastic' material set up and 'like' the blotchy
    white effect. Yeah, in the land of imagination their 'might' be two
    people in the world like this while tens of thousands suffer not
    getting this great function, but these PWx folks can be paralyzed with
    any improvements or fixes to the software. I don't know if its just
    easier to not do anything and rationalize it instead of trying to help
    out the bulk of the populaiton, but inaction is their usual speed. BOY
    I HOPE THEY PROVE ME WRONG, and look forward to eating my words. But I
    seriously doubt it.

    End of rant - its been eating me up for a long while
    Ed
     
    ed1701, Apr 25, 2006
    #9

  10. Back in the early days of calculators (we're talking more than 30 years ago)
    if you made a mistake when entering a number, you had to clear out the
    entire number with the CLX key. On 41C the software guys introduced (or
    stole from TI, perhaps) the back arrow key, so you could just delete the
    mistaken digit(s) and continue. But when they started coding the 12C
    financial calculator, the marketing guys were worried that the business
    people would be confused by the new way of doing things and kept the CLX
    key. Generations of real estate and banking people have lived with that
    decision. I just checked on the HP website and found the HP 12c Platinum
    Financial Calculator. They've added and algebraic mode and programming, but
    they've still got that stupid CLX key!

    Jerry Steiger
    Tripod Data Systems
    "take the garbage out, dear"
     
    Jerry Steiger, Apr 25, 2006
    #10
  11. Rob Rodriguez

    neil Guest

    I see, well, I'm glad we could help you let off steam on behalf of all those
    frustrated PW users out there Ed :eek:)
    Maybe I'll dust off my Blender notes and Maxwell people will tout some too
    and we will see if the phrase 'dwindling market share' stimulates any useful
    activity ;o)
     
    neil, Apr 25, 2006
    #11
  12. Rob Rodriguez

    John Layne Guest

    Hi Neil,

    I have been following this thread with interest, PhotoWorks has been a
    constant source of frustration to me since I first installed it. Hence I
    went to Maxwell Render www.maxwellrender.com

    Maxwell Render V1.0 is due to be released 26 April, tomorrow in Europe,
    after long delays. I'll keep the newsgroup informed of my tests with V1.

    Below links to some images posted to the Maxwell Render forum. All these
    images were modeled in SolidWorks and rendered in Maxwell Beta or Maxwell
    Release Candidate 5.

    Designed by http://www.theproductgroup.co.uk/
    http://img216.imageshack.us/img216/7826/tracren6s5nj.jpg
    http://img65.imageshack.us/img65/9527/tracren8s2wk.jpg
    http://img65.imageshack.us/img65/2962/tracren7s8fo.jpg
    http://img473.imageshack.us/img473/93/tracren3s2kf.jpg
    http://img473.imageshack.us/img473/1043/tracren5s4sc.jpg
    http://img82.imageshack.us/img82/2580/tigrbowl3small4hx.jpg
    http://img82.imageshack.us/img82/4539/tigrbowlsmall2el.jpg


    Designed by www.ericlagman.com
    http://ericlagman.com/Mint_Pen_Parts.jpg

    Designed by Gunnar
    http://home.online.no/~gunno3/img/test3.jpg
    http://home.online.no/~gunno3/img/cracker23.jpg


    There are a few Maxwell Renders on my website for anyone who care to take a
    look.

    John Layne
    www.solidengineering.co.nz
     
    John Layne, Apr 26, 2006
    #12
  13. Rob Rodriguez

    neil Guest

    hey some great images there John...and I think more people will pick up on
    Maxwell despite the long render time because frankly PW just can't match it
    for realism ~ esp. if it has no shadows -doh... ;o)
     
    neil, Apr 26, 2006
    #13
  14. Rob Rodriguez

    neil Guest

    BTW a few Indigo users have been using Neat Image
    http://www.neatimage.com/index.html to clean up their renders.
    Not sure if it relevant for Maxwell since they improved the code but I
    thought I would mention it.
    later -
     
    neil, Apr 26, 2006
    #14
  15. The way I would have normally rendered my contest image I would have
    rendered just the phone and merged the background and phone image together
    in an image editor. I would have then been able to add the shadowing to the
    image. Contest rules don't allow the use of post processing so I had to
    "make do". The ID/"studio plastic" bug does suck but there are ways around
    it. Of course work arounds are counter productive and there should be no
    excuse for 'broken" functionality.

    I agree the Maxwell images are amazing and I purchased a copy a few months
    back. I have been waiting until V1 was released before I did much with it
    and it looks like tomorrow I might have my chance to play with Maxwell some
    more. I'm not sure what has changed from beta to release but beta wasn't
    able to work with decals which is a big thing for me. It also seemed like
    it was a loooong wait to achieve a noise free image. John has some
    convincing images at his site (nice job John) though and I look forward to
    giving the Maxwell V1 release a go.
     
    Rob Rodriguez, Apr 26, 2006
    #15
  16. Rob Rodriguez

    ed1701 Guest

    Clearly there are workarounds to the studio plastic bug - there is a
    shadow behind the cell phone rendering that shows the phone in the coin
    tray. But, as you said, why do workarounds when it would be better to
    jsut have stuff work.
    -Ed
     
    ed1701, Apr 26, 2006
    #16
  17. Rob Rodriguez

    matt Guest

    Since this is a contest for learning, I'd like to take this opportunity
    to learn something. The bottom of my glass in my entry looked as if it
    had a light on inside it. The only lights in the scene were a light in
    the lamp shade where the bulb should be and the hdri image. The bottom
    of the glass was set .010" off of the top of the table to avoid contact
    effects. In later renderings, I was able to tone down the brightness of
    it by turning down the reflectivity and transparency of the glass. I
    arrived at that through my usual "random button pushing" technique in
    PW. How do you develop a sense for what is causing this? Why does it
    turn out to be reflectivity when the rest of the glass which has the
    same reflectivity value doesn't exhibit the same problem?

    Ok, that was my first issue. The second issue was the lampshade. I
    want the lampshade to glow a bit the way lampshades do in the world.
    Not transparent, but I guess translucent. I made the buttons on the
    phone glow a little by using the "constant" illumination selection for
    the face material, but the lamp shade isn't the same kind of thing.
    Again, how do you develop the intuition for lighting and materials
    required for this kind of work?

    Another issue was how to illuminate the base of the lamp, which had some
    interesting geometry which you simply can't see because it's too dark.
    In the end I wound up putting a dim directional light aimed at it, and
    turned off the shadows for the light. I wanted it to be illuminated by
    light reflected from the rest of the scene, but the number of
    reflections settings didn't seem to make it happen.

    I realize the easy answer to this is that if I were just a bit less
    muddle headed it might all come together for me, but barring that, does
    anyone have any suggestions to teach this old dog a new trick?

    Matt Lombard
     
    matt, May 2, 2006
    #17
  18. Rob Rodriguez

    matt Guest

    matt, May 2, 2006
    #18
  19. Rob Rodriguez

    ed1701 Guest

    The glass glowing:
    I assumed that this was due to caustics (which I have not used because,
    though they are real, they tend to mess with compositions and aren't
    often missed by the consmuer of the image) - I would experiment with
    the setting for the C photons for the lights in the scene. Actually, I
    would first render the scene with NO LIGHTS jsut to see what the
    indirect illumination was contributing, then add one light at a time.
    Usually I try to tweak a rendering in so it looks good with no lights
    (illuminated by the scene) then add a light or two to carve out shapes,
    add highlights, and define the composition. By doing things one
    element at a time you can find out what is causing the glow - random
    button pushing, which I did for years, makes it a little harder to root
    out the source of your issues.

    "Another issue was how to illuminate the base of the lamp, which had
    some
    interesting geometry which you simply can't see because it's too dark.
    "
    This usually means the diffuse component of your material is too low,
    especially if you are using indirect illumination. You mihgt also
    choose to make your HDR scene lighter (are you on 2007 for this?)

    Number of reflections, if its the setting I am thinking of, has to do
    with mirror bounces, not how much 'light' bounces around. Changing
    number of reflections ought not to lighten up your object unless its
    mirrored and is one or two bounces away from reflecting a big white
    thing somewhere else in the scene.
    Ed
     
    ed1701, May 2, 2006
    #19
  20. Like Ed I tend to start with no lighting (all turned off) and use the image
    to light my scene. Sometimes I have to go through a number of images before
    I find one that achieves the desired effect. It always surprises me to see
    what a great effect just using an different image can achieve. Also, lately
    I haven't been using an HDRI image. I've been using spherical jpgs and they
    seem to work just fine. I actually like them better for a couple of
    reasons. The reasons being, they don't seem to be as intense (lighting
    wise) as the HDRI and they map to the sphere perfectly so if you have
    reflective materials you don't have wierd seems or gaps. Also like Ed I
    then start adding lighting (typically just one or two) to add the highlights
    and begin fine tuning the image.

    In later renderings, I was able to tone down the brightness of
    Once I have the lighting set up and I have an image that looks 75% -....?
    correct then I assume the lighting is good and I need to work on the trouble
    areas by adjusting the material settings. I think this is just from years
    of trial and error and learning over time what does and doesn't work in PW.
    Remember though you only want to change one parameter at a time so you can
    see the effect it has. If your changing a bunch of different settings at
    the same time you will be confused as to what did what and therefore your
    not learning what each setting does.
    A number of factors could play into this, lighting locations, scene image,
    different materials in the proximity, etc.
    Process of elimination for me. As I explained above, I try and set the
    lighting (based on past experience) first and then move to material
    adjustment from there. As different elements drop out of the equation I'm
    able to hone in on the image I'm looking for. Not to say I don't go back
    and adjust the lighting slightly but only after I'm sure I've done all I can
    with the material settings.
    The number of refelctions setting won't help with this, it only controls the
    reflections not the light. The material settings of the lamp control this.
    Note: directional lights are always targeted at the origin. If you have
    geometry some distance away from the origin it can be difficult to control
    for light specific areas. Spot lights might work better for this.
    Hope some of this helped. I think your second image looked nicer than the
    first. The real answer is something my co-workers say everyday. All "you"
    really do is just push the button, the computer is doing all the work.
    Right, that's it. just push the button.

    Rob
     
    Rob Rodriguez, May 3, 2006
    #20
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