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RENDERING THE
MODELS-
Making It Look Good
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As this site has developed, I have received questions on how to get the gem models to render with all the sparkle and flash of the real thing. This section will deal with the means necessary to adjust the models, it's materials and it's environment in order to create a gem of an image. STEPS TO IMPROVING YOUR
GEMSTONE RENDERS.
STEP
1. UNSMOOTHING THE MODEL
Now, while this may be a desired thing when rendering curves and organic objects, it is definitely *not* wanted with faceted gems--here you want each polygon (facet) to be distinct and separate. So, using whatever method provided by your program, ensure that the render process keep the facets sharp. (I will try to compile a full listing of the particular methods for each program as I gain access to them)
STEP
2. ADJUSTING THE MODEL TO FIT THE IOR
How do these dark areas occur? When improper angles are cut, light entering the gem will exit through the lower areas of the gem, and is 'lost'. (Illus. 3)
As you might guess from the preceding illustration, the solution for 3D artists to this problem is to stretch or shrink the model on the 'Y' axis (relative to the model, that is), making it 'taller' or shorter.
How much is needed? Surprisingly, not a lot. The critical angles are in a small range, from about 25 degrees to about 45 degrees, with most being in the mid-30's. Not a lot of difference there. A very minute tweaking should do the trick. For us 3D folk, a quick tweak-and-test render is a lot easier than the mathematical hoops that some gemstone cutters go through to recalculate angles (tangent ratio adjustment). For more detailed articles on these topics, Bob Keller has several clear, but detailed, explanations available at his site. While these are geared toward actual lapidary situations, they do contain information which can be applied to 3D rendering. Some of the more relevant ones are: PROPERTIES OF COMMONLY FACETED MINERALS AND MATERIALS REFRACTIVE INDEX AND CRITICAL ANGLE GETTING RID OF THOSE BOW-TIE BLUES GEMSTONE DESIGN CONVERSION USING THE TANGENT RATIO METHOD Of course, there are those who have different opinions on the subject, as in Jeff Graham's answer to the question shows: WHAT IS TANGENT RATIOING? WHAT IS YOUR OPINION?
(I hope these first two sections have been helpful. I plan to add more concerning how the 3D environment effects the rendering of your gemstone models, and how to 'fake' those optical qualities of a gemstone that aren't handled by most rendering engines. It will just take a little time to compose them, and create appropriate illustrations and diagrams, so be patient.) |
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