Toosten op Diageo (ENG)
How easy was it to translate those variables into camera and lighting settings in CINEMA 4D? According to Scott, it was very easy because almost all the real world values had an equivalent in CINEMA 4D. He could have recorded much more than he did, but easily had enough information for the CG setup. More of a challenge was the materials and liquids and getting the light to refract in the bottles correctly. Scott revealed how they approached it, "Truly realistic glass is something I've always thought to be the domain of Vray, but a solid understanding of how liquid and glass behave is perhaps more important. A lot of experimenting was required, primarily within the transparency channel of each shader, to get the correct effect. The fresnel effect was the most obvious adjustment available, but subtle bumps and displacements worked magically with the glass and liquid shaders to create the striking refractions and reflections. By outputting multi-passes, we were able to isolate the reflectance and refraction passes and amplify them for effect."
However, all of this detail proved a real strain at render time and to achieve hi-res results RPM used CINEMA 4D's NET Render to link up to six Mac Pro workstations and split the renders into a hundred tiles, recompiling in Photoshop afterwards. Even with this division of labour, typically used for animation, some of the most detailed bottles took two to three days to render. Results were intentionally muted and neutral giving their retouch team enough scope to adjust the colours and tones without having to re-render each time. A multi-pass render also allowed them to split the render into Photoshop layers. Refractions, reflections and shadows were all isolated for easier compositing in Photoshop.
The end results were beautiful, realistic images of the bottles which could be re-imagined at any angle, in any lighting scheme and at any time. Scott concluded that, "It’s an incredibly versatile way of generating imagery. Diageo can now reap the rewards of the added benefits of a 3D asset: they are now a Diageo library asset for agencies to use on any campaign they design. The models are fully textured, front and back, top and bottom, and built to scale with a hi-res version and a lo-res version on separate layers. Lo-res versions have no bump or displacement maps, no fresnels and a low-poly count. The hi-res versions are fully resolved with texture maps of at least 8K and the scalable, smart objects mean they can be increased in size easily. The bottles can be used for any applications, from high resolution print output, to an animated GIF or a fully animated cinematic spot".
By Duncan Evans, a freelance journalist, photographer and author.
RPM Ltd: www.rpmltd.com