This is a kitchen scene I created in cinema 4d. I wanted to play with hardwood flooring and paint textures. All of the walls are slightly reflective. The shader controlling reflectivity is based on a basic fresnel shader with several noise channels to randomize things. Mix that with a 20-30% blurriness setting and some subtle bump mapping, and i ended up with a nice ceiling texture
The way it stands now, i would love to have the time to rip out the cabinets, the counter top, the lighting and re-do those from scratch. I find the lighting very un-natural at this stage.
And my battle with frustrating, irrational perfectionism continues…
Click for a video.
High particle sim in realflow that i have been working on. Right now, the cup destroys itself, but i’ve been trying to think of somethign i can composite in to destroy it. Definitely NOT a bullet, though.
This is… 2-3 million particles? The mesh was 30 gigs+, the simulation took around 30 hours (i think), the render took 192 hours, composited at 1440p because Frischluft cant do DOF at native resolution :( etc
All in all, it’s been an exercise in inefficiency from which i hope to learn a lot.