No need to add more geometry to get a smooth result. The mesh certainly looks dense enough. You simply have to modify the crease angle of the model inside kerkythea. Right-click the model from the left hand list, in the popup menu focus on "smooth" and from the submenu select your desired angle. In this case the "smooth" option works. To return to the above look after setting a crease angle select "flat". Simple as that.
From what I read in the thread below I thought I'd give you another tip. The above image doesn't really require an infinite plane. Use a groundplane and resize it to match the camera's FOV and/or required ground reflection on the object. This can reduce rendertime a lot based on the render method especially with photonmapping (both photon mapping, irradience caching and the rendering time). Just keep in mind that using an infinite plane is expensive in computational terms.
Oh yeah, on closer inspection of the model the sharp edges do seem to be close or over 90 degrees which will render the above method useless so you may have to do another subdevision or smoothing operator (Catmull Clark or Doo Sabin method). This can also be done inside KT from the menu but may not always produce the desired result because it's a simple loop subdevision. (right click => "Modelling" => "Loop Subdevision") Also keep in mind that crease angle will not smooth the visible edges of your model. Optimally for this model you'd need adaptive meshing. More geometry on the sharp borders and fewer on the surfaces within the same plane. But ultimately there is no penalty for the amount of geometry your scene has besides rendering time. The described methods are only for optimisation.
Whaou, thanks a lot for all the very welcomed advices (the one on infinite plan probably will save me hours of rendering in the next few months..). I ll re-work this scene trying to follow them and see what I can achieve.
First of all you made a splendid artwork! I am using the same programs and I dont understand the flow so 1.SG saved as .stl 2.Meshlab as .stl 3.Incendia volumetric render as .obj 4.open in KT to render
or 3. Incendia save as IGM 4. import in GEOMETRICA and save as OBJ 5.open in KT to render
other Q. in KT which material and lights did you use? thank you in advance Marcello
Hi, thank you for the comment. I used the second option you described. Actually I used Meshlab to clean and smooth the mesh, but it's not actually necessary. It used an uniform 18% grey Global, 1 omni light, materials are "Topaz" in "basic glasses" for the object and "stainless steel" in "Metal Ashikhmin_MLT" for the infinite plan, both packages can be found on KT download page.
This is extremely interesting. Very orgainic in it's shape, yet I see very distinct geometric origins. I really love the material you used here, and your render is overall very good. Since you are asking for critique, I will include some "micro-management" observations in this comment. The surface of the object looks very faceted, as if the mesh was not smoothed upon render. This could very well have been intentional for "effect" purposes, but I've noticed the same phenomenon before, where Incendia was used in the workflow. So I'm starting to believe this is not on purpose. Aside from that, there is nothing else to critique. It's a great object, and a really good render! Can't wait to see what you come up with next.
Thanks a lot for the comment and the remarks! Incendia can quickly generate very complex objects, and I am still not good enough to optimize and smooth them... luckily glass material rendering gives goods results with faced objects, that s why I use them in the few renderings I did up to now... hopefully I ll improve my 3D mesh manipulation skills and will get smoother results. Thank s again!
Thank you! I am messing around these days with the idea, introduced in ur tutorial, of using Incendia generated objects in 3D renderer, unfortunately the more complexes forms are completely out of reach, especially since I am new in 3D rendering: I am struggling to have good def meshes that won t take 3 hours to open... Kerkythea is the best and easier to use free renderer I found until now, perfect for a neophyte like me.
I recommend you when you start the volumetric render in Incendia -- you must immediatly save the .STL -- if you wait the mesh will be bigger and bigger, for exemple i you wait 10mn before to save the STL, the size of the mesh will be bigger of one Gigabytes. If you save fast as possible the mesh size will be smaller. In Incendia the quality of the mesh only depend from the Volumetric resolution and the Voxel algorithm and not about render time.