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 Post subject: Re: Wine Cuvenee System.
PostPosted: Thu Apr 26, 2012 4:53 am 
Thea Licensed User

Joined: Thu Mar 22, 2012 8:05 pm
Posts: 252
Rombout wrote:
nice detail putting a image of a photographer in as reflection or putting a 2d image in the scene! eye for detail!

Im obsessive :-) thx


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 Post subject: Re: Wine Cuvenee System.
PostPosted: Thu Apr 26, 2012 8:55 am 
Thea Beta Tester
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Joined: Sat Jan 16, 2010 9:59 pm
Posts: 679
Location: thessaloniki, greece
bradleyabbott82 wrote:
George,
Actually the globes are affixed to the bartop via a thru-mounted threaded plug. It holds the sphere in place "invisibly" so that they appear to be "floating". Yes, this is a real-life object.
Bradley

tnx for the explanation Bradley, i thought the system was portable.
in your last update the supplying tube material looks unfamiliar to me.
what's made of?
and, +1 for the detailing in the reflections!
regards,
george

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 Post subject: Re: Wine Cuvenee System.
PostPosted: Thu Apr 26, 2012 6:36 pm 
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Joined: Thu Mar 22, 2012 8:05 pm
Posts: 252
Here is the same render w/ some postpro - 2000sp

I'm changing the material for the hoses. Its a braided metal sheath - copper colored to look like a "vine"... (these are "grapes" - hence the essence of wine)...


Attachments:
testsave-scene1-8hrs2000sp(reduced).JPG
testsave-scene1-8hrs2000sp(reduced).JPG [ 444.02 KiB | Viewed 344 times ]
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 Post subject: Re: Wine Cuvenee System.
PostPosted: Thu Apr 26, 2012 7:01 pm 
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Joined: Thu Mar 22, 2012 8:05 pm
Posts: 252
And Another View...


Attachments:
testsave-scene2-8hrs3000sp-reduced1200.JPG
testsave-scene2-8hrs3000sp-reduced1200.JPG [ 306.39 KiB | Viewed 342 times ]
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 Post subject: Re: Wine Cuvenee System.
PostPosted: Thu Apr 26, 2012 11:29 pm 
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Joined: Thu Mar 22, 2012 8:05 pm
Posts: 252
Slightly Better :D


Attachments:
scene14hrs-3000sp copy.jpg
scene14hrs-3000sp copy.jpg [ 449.2 KiB | Viewed 334 times ]
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 Post subject: Re: Wine Cuvenee System.
PostPosted: Sat Apr 28, 2012 1:27 am 
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Joined: Thu Mar 22, 2012 8:05 pm
Posts: 252
MUCH longer renders...


Attachments:
scene2final.JPG
scene2final.JPG [ 379.6 KiB | Viewed 321 times ]
scene1final.JPG
scene1final.JPG [ 379.2 KiB | Viewed 321 times ]
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 Post subject: Re: Wine Cuvenee System.
PostPosted: Tue May 01, 2012 6:33 pm 
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Joined: Thu Mar 22, 2012 8:05 pm
Posts: 252
Here is the space I'm putting the Cuvinee into - I'll merge the geometry later today and render together.

Hope you like it - let me know your thoughts!

Bradley


Attachments:
vinetest7300sp18hr.jpg
vinetest7300sp18hr.jpg [ 567.01 KiB | Viewed 285 times ]
vinegrill-templateimage(cover)(reduced)[1].jpg
vinegrill-templateimage(cover)(reduced)[1].jpg [ 629.67 KiB | Viewed 287 times ]
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 Post subject: Re: Wine Cuvenee System.
PostPosted: Tue May 01, 2012 7:00 pm 
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Joined: Wed May 13, 2009 7:24 pm
Posts: 780
Location: Italy
My first thought is: why are you posting exactly the same images on both Thea and Twilight forum?
http://twilightrender.com/phpBB3/viewto ... 573#p25573
Are them made with Thea or Twilight?


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 Post subject: Re: Wine Cuvenee System.
PostPosted: Tue May 01, 2012 10:48 pm 
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Joined: Sat Jul 19, 2008 3:12 am
Posts: 5047
Location: Oulu, Finland
That's a interesting question. If I understood correctly, Bradley's farm is meant to be offered for Thea, TWL and KT users, but uses Thea (honestly, it's hard to see how KT could properly be used in any larger farm). So it must convert KT xml from KT and TWL to Thea...


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 Post subject: Re: Wine Cuvenee System.
PostPosted: Wed May 02, 2012 12:43 am 
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Joined: Thu Mar 22, 2012 8:05 pm
Posts: 252
notareal wrote:
That's a interesting question. If I understood correctly, Bradley's farm is meant to be offered for Thea, TWL and KT users, but uses Thea (honestly, it's hard to see how KT could properly be used in any larger farm). So it must convert KT xml from KT and TWL to Thea...


You are correct sir :D Actually I began my experience with rendering using TL. Then KT was suggested to me. Subsequently I migrated to thea (which is what gave me the idea to build the renderfarm.). I actually still use TL in each model I build, since it's integration w/ sketchup (although slow to render) works well when I'm creating materials and testing them (instead of opening/closing thea over and over again). I just keep TL open and test with it when I'm experimenting with mats.

Also - (specifically about the renderfarm) - yes, I am attempting to write scripts to "parse/update" XML exported by TL (and native KT) and efficiently render them in Thea.

Actually, these models were first constructed awhile back (specifically these that were asked about) and were rendered first in TL). Now that I have Thea, I'm going back and re-applying mats to them w/ thea and re-rendering.

**EDIT: for clarity - this was a test on the xml parser that I'm making, to apply material settings and generate thea XML (correct formattting) from a given TL/KT XML...

Bradley


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