KeyShot renders of MoI model

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 From:  chippwalters
7930.1 
Hi all,

I'll be giving a talk at the Keyshot Renderworld in a week or two and I'll be of course sharing about our favorite modeler!

I'm also going to give some demos on how to achieve this affect in KeyShot:





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 From:  grandpi (PIERREARCHI)
7930.2 In reply to 7930.1 
very cool !!!
congrats,
pierre
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 From:  Karsten (KMRQUS)
7930.3 In reply to 7930.1 
Cool work,
the details seduce me, to investigate every function - more can not afford a presentation!

Have a nice day
Karsten
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 From:  BurrMan
7930.4 In reply to 7930.1 
"Break a leg" with your presentation Chipp!
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 From:  Michael Gibson
7930.5 In reply to 7930.1 
It's a really cool render style, Chipp!

- Michael
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 From:  Mindset (IGNITER)
7930.6 
Hey Chipp,

Looks like your idea may have traction.
I just came across this:

Tactical Robotics LTD.
... it is not exactly the same but maybe at least in broad concept.




Just thought you might be interested to take a look.
Good luck and THANK YOU for all your contributions to our MOI forum.
-- MindSet

EDITED: 13 Jan by IGNITER

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 From:  Frenchy Pilou (PILOU)
7930.7 In reply to 7930.6 
Cna they fly vertically ?
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Pilou
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 From:  chippwalters
7930.8 
Wow! Thanks for sharing. Very interesting.

I just received word from the person who tasked me with designing and animating the Med Drone it has just gone over $4M in "earned media." (formula assumes $.12 per view)

Not bad for a weeks work. A good testament to how fast things can be built in MoI!
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 From:  Mindset (IGNITER)
7930.9 In reply to 7930.6 
Wow this fly pod idea seems to have caught the attention of the big industrialists:



Best regards to all,
-- MindSet
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 From:  Frenchy Pilou (PILOU)
7930.10 
Cool but not sure that the mark Air Bus will be allowed! :)
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Pilou
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 From:  Mindset (IGNITER)
7930.11 In reply to 7930.10 
Hello Pilou,

The render in prior Message 7930.9 is not mine, in case that was the assumption.

There is an Airbus sponsored webpage devoted to the subject here:
Airbus - Seamless urban mobility?
Soon no longer a flight of fancy


Cheers,
MindSet

EDITED: 12 Mar by IGNITER

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 From:  Frenchy Pilou (PILOU)
7930.12 In reply to 7930.11 
No problem! Yes :that was the assumption!

EDITED: 13 Mar by PILOU

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 From:  chippwalters
7930.13 
Hey guys,

Just wanted to share an update on the Med Drone project. I'm now building a VR set for it in Unity. For those of you interested, the below image are from the VR scene I'm creating and the workflow went like this:
  1. Create base model in MoI
  2. Export to SketchUp where lots of details and tweaking occurs. Because Unity prefers lower numbers of polys, adding small details (screw heads, switches, ports, etc) works better in SketchUp where you can control the number of polys. Plus, SketchUp has Components which can actually cut holes in surfaces. So, if you create a Componet with a single recessed hole with a screw in it, it will automatically recess itself when you drag it onto an object. Plus you can drag as many of them on an object as you like-- doing it this way takes virtually no memory in either SU or Unity other than the first instance
  3. Save SU file (as SU2015) to Unity Asset folder
  4. Load into Unity, apply textures and render
Notice this pipeline did not include the PBR 3D Coat mapping and texturing process. There was zero UV mapping done in SketchUp (other than to add a 'texture' to every object-- this gives a very 'basic' UV mapping which then allows it to be changed in Unity. If you don't do this, you can't apply textures in Unity). Interestingly, the brick and the wall textures are default SketchUp textures. I duplicated the image and used it as a normal map.

The latest version of Unity, 5.6, has a really cool progressive renderer (baker) built in. With it you can see the scene take place as it builds it's lighting model, not unlike KeyShot and other progressive renderers.

This is a great solution for those who don't have the money to buy KeyShot but still want photoreal rendering. The images below baked for over 3 hours, but once done, allowed me to move around the scene in realtime (using my mouse OR in VR) and "snap" pictures. Each picture was captured as an 8K PNG and then I resized them to what you see here (1280 x 720 JPG) to fit on the web. Just a press of the button and the rendering takes only as long as it takes to write the 65Mb PNG to the disk. Pretty cool. I'll create an animation as soon as I figure out how! :-)

I'm pretty sure once I add in PBR textures and mappings, this will only get better.

To that end, has anyone any experience with Quixel Suite 2.0? I'm liking what I see there. Plus it runs directly in Pshop and has a slew of textures to start with.











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 From:  Frenchy Pilou (PILOU)
7930.14 
Luxuous! Does it gold ? ;)
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 From:  chippwalters
7930.15 
Yes, it is made of solid gold. Not too much to pay for a drone that saves instead of kills people!
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 From:  Frenchy Pilou (PILOU)
7930.16 In reply to 7930.15 
Must be some heavy! :D
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 From:  MajorGrubert (CARLOSFERREIRAPINTO)
7930.17 
Hello Chipp,

I'm following you on this Unity VR (just wondering why Unity over Unreal as the last seems to have (had?) better quality in archviz). I think you mention a steep learning curve on Unreal somewhere.

I've Quixel but on the few attempts with it the process seems odd, so i gave up and move to 3D Coat and Substance Painter.

Anyway i'm not a texturing power user, but right now, my best bet is Substance Painter (and Designer) and its company looks cool and fair to their users/clients.

Cheers,

Carlos
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 From:  chippwalters
7930.18 In reply to 7930.17 
Hi Carlos,

I started with Unreal and I do believe you are correct, at the time UE had better Archviz. After seeing Unity's Adam video, I figured I could get there with Unity.

Clearly Unity has the cleaner workflow. One of the the clinchers for me was something so very simple: there was no way out of the box to easily modify shaders in UE. To do anything, you have to go to the node editor, which meant learning the intricacies of yet another node editor. Just setting the texture tile size required a substantial edit to the material shader in the node editor. Ugh.

After playing around and doing some tests, I also discovered the breadth and wealth of the Unity ecosystem. More and better tools, like Gaia (phenomenal) and Shader Forge (if you like node editors), and all of Amplify's post tools, and VR Panorama Pro for creating 360 renders-- and the list goes on and on. Furthermore, Octane is coming (I hear this quarter) to Unity thus pretty much making the render quality issue mute. Even so, the new progressive renderer, with the new post effects stack, gets you pretty close.

The two key things I potentially like about Quixel, are the vast array of physically real bitmaps, and the ability to create seamless and tilable maps. Neither are possible in 3D Coat.

The goal is to create a library of Unity compatible Archviz textures which can easily be added to scenes. If anyone knows a better way to do this, I'm all ears.
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 From:  mkdm
7930.19 In reply to 7930.15 
Hi Chipp!

@You : "...Not too much to pay for a drone that saves instead of kills people!"

Well done Chipp!
So...it looks like there's someone who cares about peace instead of war :)

My congratulations for this great concept.

@You : "...The two key things I potentially like about Quixel, are the vast array of physically real bitmaps, and the ability to create seamless and tilable maps. Neither are possible in 3D Coat."

Have you ever tried the very good "Filter Forge 6" ?
Is it very well suited for production of procedural textures and maps, either normal or seamless.
I use it quite often to produce very good material for 3DCoat.

If you want, give it a try.

See you.

- Marco (mkdm)
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