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#luxrender #bubbletank #reality_plugin
Published: 2012-07-17 12:06:07 +0000 UTC; Views: 9687; Favourites: 85; Downloads: 250
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Description
DS4P -> Reality/LuxRender to 3400S/pThis was inspired by the bubble/healing tank scene from Star Wars and as an experiment with nested volumes in LuxRender.
The tank is formed of two cylinder primitives, the outer being 1cm wider in diameter, making the tank wall .5cm thick. The outer wall was set to a glass2 volume with the IOR for plexiglass. The inner wall was set to Reality's water pseudo-material with ripple amount set to zero and pope97 measured absorption data for the colour. Twenty sphere primitives were added for the bubbles, about half of which have D-formers to elongate and/or twist their shape from being perfect spheres. These were also set to glass2 volumes, with the IOR of air. The .lxo file generated by Reality was then hand-edited to set all the Exterior volume references on the shapes to the proper volume hierarchy, since Reality always writes the World volume as the exterior of any volumetric shape it exports (e.g., the exterior of the bubbles were set to the water volume, and the exterior of the inner cylinder was set to the plexiglass volume).
While the patient's left arm looks like it's just about breaching the tank wall, it is in fact a good several inches from the tank wall. What you're seeing is the result of the IOR of the wall and liquid in the tank making it look like her arm is closer than it really is. This is also why the patient has a somewhat odd shape.
Despite seven levels of subdivision on the inner and outer tank cylinders (resulting in approximately 7.5 million polys each), the IOR effect still makes the slats of the cylinder primitive fairly obvious.
A third cylinder the same diameter as the inner wall cylinder was placed just above the outer wall cylinder. The side facing the tank was then made into its own surface using the polygon group editor in Studio and then converted into a mesh light in Reality to light the tank. The rest of the lighting in the scene comes from converting the "LightGlow" materials in the environment prop (Souless Empathy's Sci-Fi Interior) into mesh lights. Additionally, the two screens of the monitoring unit were also converted into mesh lights.
To really be a "Bubble Tank", there should be hundreds of bubbles streaming up from the bottom of the tank, not just the air bubbles the patient has breathed out. But creating all those primitives and associated D-formers was just too time consuming for me to consider doing the entire tank.
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Comments: 5
lolatmyself23 [2012-07-17 20:12:43 +0000 UTC]
Aside from the subdivision levels, did you apply a smooth modifier? Also, you may need to "bake" the smoothing and subdivisions to the cylinder BEFORE you export to Reality, because just like with pokethrough that is corrected using the smoothing modifier with collision detection, you need to go into the params tab and switch OFF the interactive update button and bake the smoothing to the mesh before export, or Reality simply ignores them. Same with exporting to any other renderer. The smoothing and subdivisions are in the application itself until you export, then they are ignored unless they are baked to the mesh. Unless you are using the 3Delight renderer, then the interactive updating is recognized, because that renderer is tied to the software. Luxrender is only tied to it through Reality or whatever bridge, and they don't recognize the smoothing unless it's baked.
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cwichura In reply to lolatmyself23 [2012-07-17 21:16:40 +0000 UTC]
The subdivision was done in Reality/Lux, not within Studio. There was no subdivision specified on the cylinders within Studio itself. To do it again, would probably be best to crank up the segment count when creating the primitives.
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lolatmyself23 In reply to cwichura [2012-07-17 21:35:44 +0000 UTC]
You can apply a smoothing modifier from within Studio, and also do a subdivision within studio. The smoothing modifier would solve this. Provided you have Studio 4, because 3 doesn't have that feature.
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cwichura In reply to lolatmyself23 [2012-07-18 00:08:29 +0000 UTC]
Given it's easy to convert to subd and enable smoothing, when I have some downtime on rendering, I'll give it a go to compare how Studio's native processing exported to Lux fairs compared to Lux's own subd for these cylinder primitives. I know for figures that Studio does a much better job; I always set them to subd in Studio after I'm done building a scene (it slows DS4P down too much to leave subd enabled while in the creation phase), as Lux's subd tends to cause visible striations in areas like the limbs and breasts.
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cwichura In reply to lolatmyself23 [2012-07-17 22:33:58 +0000 UTC]
Yeah, I am using DS4P. Something to keep in mind for next time.
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