Are there any rules? Can you move this? Assume no post?
This sounds fun, given I know hardly anything about the new Rhino Cycles, and little about the old one either.
Added a nice soft bed for the knife. Blue felt from textile section of Rhino material library, added a bit of noise in the bump channel. For the wood base also from Rhino material library Indian Palm Polished, unchanged.
Used peppermint powerplant 2 as skylight and reflection env. Background is otherwise set to solid black
Some sorry attempt to quickly set a damascus steel like texture on the blade. Simple planar mapping on the blade.
Changed handle to orange, because I love blue + orange combo, took out the bump on it
Switched the groundplane to the nice dark plastic that already was in the R8 file.
Rendered on M2 Max with 64GB, 50 samples, denoise pass enabled after it was done, 4k. Time to render 14.37 seconds.
Point of view and “camera lens” is part of a render IMO so I beg to differ.
But seeing the same side of the knife is a good point so it is easier to compare.
I tilted the object a bit so that it made more sense in the environment.
But I do think that point of view and side should be open for change, pretty much everything except for the geometry of the object.
Say someone wants to put in a block of wood with a partial carving in, sure why not. Part of rendering also is the environment, where is the object. It all will create the ambience, mood and feeling the person is going for.
I wanted to have this small piece under the knife so that it felt more grounded. Other than that, just some basic lighting and texturing. In the end I’m not that good
Dof is a viewport setting, it is activated in the original file.
Just don’t select anyting when perspective is active and look at the object properties page.
Problem with dof is that the focuspoint isn’t a point in space, it’s a distance from camera. So rendering with dof is like shooting photos in the '70’s with a manual lens
This is about as good as I can get. I’ve not used Rhino Cycles in anger yet ever, so I think it’s a shade overcooked. I spent ages battling geometry that kept getting randomly displaced due to Rhino PBR faults, having to reopen the document to rest this, fighting with why Viewport and Render are not the same result (until I restarted). Doh!
PBRs come from ambientCG, and the background is a Studio background from PolyHaven. The rest is whatever Rhino can make.
This was good fun learning though. All Rhino, with all effects applied in Rhino Cycles. Not sure which is the better outcome really. Thanks for the model, I wish we had such challenges more often (so then I can moan I don’t have time).
This is an awesome idea! Recently, I realized that if I do get into rendering it’s probably going to be via cycles for multiple reasons. I’m also learning more and more that focusing my attention towards just a few selected programs is quite advantageous. And I just don’t seem to jive well with the UI’s of the various renderers out there. It’s cool to see what can be done basically out-of-the-box. My renders always look terrible but I’m also overdue for a hardware upgrade (that will help make up some of the gap).
These renders are looking pretty amazing. Definitely looking forward to future mini-challenges.
For now Blender beats Rhino in terms of material creation - our RhinoCycles doesn’t have all the shader nodes that Blender Cycles has, nor is there a way to create custom materials - I suppose maybe GhShaderNodes might work? I haven’t looked at that project in ages and I don’t know if it still works to be honest.