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Rene66 (Offline)
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Default 05.03.2014, 01:07

I hate to say I spent a lot of time trying out various techniques - some fast - some cumbersome - Here's what I finally settled on.

I really liked seeing the variety of everyone's renders -

Pablo, I like the rough, scuplted look to yours
icodealot, great lighting and solution
Uncle, the dirt on yours is great and your DOF is spot on
Zoo, what a great experiment for caustics - very cool.
Pat, great overall solution and lighting
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Pat88 (Offline)
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Default 06.03.2014, 14:08

Rene, good job, very nice render, this challenge was more interesting than seemed at face value, so thanks to Nichod for another good one.

I think Icodealot's 'straightforward' approach sets a great example with a good result in the final render too.

Cheers to all, this one was fun, Pat
   
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icodealot (Offline)
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Default 06.03.2014, 14:14

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Cheers to all, this one was fun, Pat

I second that! Nice work so far to all who have participated. This seemed simple on the surface but it really did get me learning some new things and I enjoyed working through it. Thanks for organizing this challenge.
   
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icodealot (Offline)
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Default 06.03.2014, 14:19

When I have more time I'd like to focus on some decals / dirty surface texture. Not sure you guys care to share but if anyone has any tips on application of surface dirt as you've achieved it, I'd be glad to hear them. You guys produced some great examples with the addition of random dirt spots. I used a modified Marble texture (see the JAS file attached to my final render in the Gallery section) to add some surface color variation but did not make it through decals. I started messing around with procedural textures to simulate surface dirt but I've got quite a lot of learning to do there.

Last edited by icodealot : 06.03.2014 at 14:20. Reason: Attachment noted in Gallery
   
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Default 06.03.2014, 15:33

Quote:
Originally Posted by icodealot View Post
When I have more time I'd like to focus on some decals / dirty surface texture. Not sure you guys care to share but if anyone has any tips on application of surface dirt as you've achieved it, I'd be glad to hear them. You guys produced some great examples with the addition of random dirt spots. I used a modified Marble texture (see the JAS file attached to my final render in the Gallery section) to add some surface color variation but did not make it through decals. I started messing around with procedural textures to simulate surface dirt but I've got quite a lot of learning to do there.

I don't use procedural textures very much, so no help there but here is an image of my work in the Gimp using layers to get the dirt onto the dice. Hope it is of some use.
I used the background/plain render blurred in Gimp to save time.
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MacBook Pro Retina, Mid 2012 15 in. OS X 10.11.6

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icodealot (Offline)
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Default 06.03.2014, 17:37

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I don't use procedural textures very much, so no help there but here is an image of my work in the Gimp using layers to get the dirt onto the dice. Hope it is of some use.
I used the background/plain render blurred in Gimp to save time.

Awesome uncle808us! Thanks for sharing the tip. Making things too complicated I guess. I'll give the UV mapping approach a try soon and see where that gets me.
   
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Default 06.03.2014, 18:23

@icodealot If I can be of help Please ask.


MacBook Pro Retina, Mid 2012 15 in. OS X 10.11.6
   
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Default 06.03.2014, 18:33

Hi Icodealot, A whole jamboree bag of a topic, mine went more or less like this, see pic.

Turbulence - UV1 Scaled 0.2 across all 3 settings under sample. Gain 1.35.

Fractal - 3D Scaled 16.0 across all 3 settings, otherwise unchanged.

Gradient as shown, yellowy colour for dice and greyish colour of dirtů by varying the position of the gradient pointers (slide along) you get more or less dirt. Darker Grey, stronger dirt etc.

Material had a bit of Specular and Reflection, not Fresnel.

I suspect Tonio could spend a year writing a book on just this alone

Cheers, Pat
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Rene66 (Offline)
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Default 06.03.2014, 20:10

SUPERB Solutions Uncle and Pat!!

I was thinking of unwrapping my UV and adding dirt as an image texture, but I got lazy. I'll have to try out Pat's procedural solution as well.

I added dirt by using a Particle Mesh set to Surface type on two of the Dice objects. The attached image shows all the settings for one Die. Basically it is a sphere, colored brown with a Crumple modifier and then squished flat with random rotations in particle tag.
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Default A Pile of Dice is always nice! - 13.04.2014, 03:12

Yeah Dices are always fun to work with. I decided to submit this pile of them which will turn out to become a wallpaper of my iPhone.

All done in C3D, no postwork.
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