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Unbound 1 by JuanJoseTorres Unbound 1 by JuanJoseTorres
Here is a little something I wipped together to refresh my knowledge of the fluid simulator and to test some new shaders I'm working on and the new procedural sky texture. After the feedback received I created two new renders based on this scene and turned this into a series. These are the other parts:

Unbound 2
Unbound 3

Everything modeled with Blender 2.68 and rendered with Cycles.
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:iconlitterboy:
Litterboy Featured By Owner Jan 17, 2014  Hobbyist General Artist
Very nice job!!!
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Jan 22, 2014   Digital Artist
Thanks. :)
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:iconnobbe42:
nobbe42 Featured By Owner Sep 24, 2013
I really do like the photorealistic look and feel! Great job mate
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 25, 2013   Digital Artist
Thanks a lot. I'm still not completely satisfied with the splash yet, so that's why I turned this into a series in search for the right splash. I wish Blender fluid simulator was more predictable, to be honest. I've been using it for two years already and still it's a matter of trial and error. :(
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:iconnobbe42:
nobbe42 Featured By Owner Sep 28, 2013
well - trial and error is a proven method :)
And in the end it's the result that counts...
Keep up the great work!!
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:iconalewism:
alewism Featured By Owner Sep 21, 2013  Hobbyist Digital Artist
Great render, how many samples did this render take?
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 21, 2013   Digital Artist
Thank you. I used 1000 samples, just to be on the safe side, but it was totally overkill. Based on the first test renders I created I'd say that 500 samples would be more than enough to get the same result.
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:icontaylorclogston:
TaylorClogston Featured By Owner Sep 17, 2013  Student Writer
One word: Bionicle.
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 18, 2013   Digital Artist
I'm too old for Bionicle references, so I can't argue for or against that. :D
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:icon5aliiim:
5aliiim Featured By Owner Sep 17, 2013  Hobbyist Digital Artist
I agree that the splash should maybe be more aligned with the arm and a bit less clean, but everything else is beautiful, and the concept is great. It's a very interesting render.
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 18, 2013   Digital Artist
Thanks, I'm working on the splash right now. I shall be posting new renders today.
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:iconviiik33:
viiik33 Featured By Owner Sep 16, 2013  Hobbyist Digital Artist
cool. Water (splash) does not like it
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 16, 2013   Digital Artist
I'm not sure if I get it. Do you mean that you don't like the water splash?
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:iconviiik33:
viiik33 Featured By Owner Sep 17, 2013  Hobbyist Digital Artist
yes.
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:iconoskar-a:
Oskar-A Featured By Owner Sep 15, 2013
How does the fluid simulator work? What do you specify yourself and what does the computation take care of? You have made a very good composition and lighting but the water splash  is not entirely convincing.
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 16, 2013   Digital Artist
Interesting. I have my own gripes with the splash but I'd like to know what others see. What is it exactly that you don't find convincing? Scale, shape, materials...
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:iconoskar-a:
Oskar-A Featured By Owner Sep 16, 2013
The hand looks like it pushes up vertically. I'd expect the splash to be more aligned with the movement of the arm. It looks like it is moving sideways. Also, I think teh big drops are too large. Unless it is a pygmy robot. The material looks great.
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 16, 2013   Digital Artist
Very interesting feedback there. The idea is that hand is holding to the chain, which is lifting it upwards. I should probably tilt the hand a little to the right to make it more clear. The splash moving sideways is probably caused by the elbow not being in a 180 angle, but rather 160, making the arm arch in the opposite direction. I'll do a few low resolution simulations and see if I can come with a more straight upwards movement. The scale in the big drops is an issue I'm very aware of. Working the right scale in the fluid simulator is a trial and error process most of the time. I'll probably have to increase the size of the arm in relation to the fluid domain. Glad to know the material looks fine, though. :D Again, thanks for the comments. This kind of feedback really helps me improve my work. :)

Oh, by the way. Fluid simulator configuration in Blender is too complex a subject to deal in this comment section, but if you are interested in knowing its inner workings there some fine video tutorials over at CGCookie. You should check them out, since they are free.
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:iconoskar-a:
Oskar-A Featured By Owner Sep 16, 2013
Yes I hope that I am not bugging you with negative comments. I find this type of discussion rather interesting so... If the chain is supposed to pull there is another little thing that is problematic. The chain is not entirely taut. It bends gradually over the two or three links next to the hand. When there is a load on the chain it will be stretch and become perfectly stright.
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 17, 2013   Digital Artist
You are not bugging me at all. You are actually helping me to get this right, which is my true aim. :) This was a scene to test some things for a bigger project, so every single thing you point at is a problem I need to solve to face my project knowing what I'm doing. What you point about the chain is interesting too. I'm doing a few simulations at the moment, so I will post a new version shortly. I'll take this into consideration before I render it. I hope to get your feedback again, because it's being really helpful. The robot is supposed to be 3 meter tall. Not a Mazinger or a Batteltech mech, but definitely no pygmy, so I hope to get the splash scale right this time. :)
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:iconoskar-a:
Oskar-A Featured By Owner Sep 17, 2013
I take it that water simulation is rather computationally intensive then. I'm looking forward to see how it develops.
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 18, 2013   Digital Artist
Yes, the simulator supports multiple threads, but even with a multicore desktop CPU calculations take some time for high resolution simulations. Usually you do some trials at lower resolutions to find the basic settings you need. Unfortunately, changing later to a higher resolution often changes the fluid behaviour in some ways, so it's not entirely predictable. This is what makes fluid simulations a trial and error process that requires a lot of patience. I'll post new renders today.
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:iconl0b0estepari0:
l0b0estepari0 Featured By Owner Sep 15, 2013
Pacific Rim?
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 15, 2013   Digital Artist
Haven't seen it yet, and to be honest it wasn't on my mind at all. I only wanted a cool composition where I could use the elements I needed to test. I still haven't decided on the story behind the image, so I'll leave that to the viewer's imagination. :)
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:iconjuanjosetorres:
JuanJoseTorres Featured By Owner Sep 15, 2013   Digital Artist
Thank you. :)
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:iconeverlastingabyss:
EverlastingAbyss Featured By Owner Sep 15, 2013  Hobbyist Digital Artist
Damn, very nice.
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