I've had some great success with a very short "3DF Zephyr" > "Thea Render" workflow to generate some environments to show off some Zephyr renders.
A bit of post-processing to create a roughness-map, and metallic-map (perhaps in Substance Painter, or even Photoshop) - would enable photoreal behaviour for rough and metal areas of scanned objects.
I'm looking forward to applying the same workflow to my own scans. =D
I've included two such renders in my post - the HDR environments are from HDR Labs, and I need to dig out the credits for the desk and lamp.
There's some brief details included in the popup/mouse-over text of the images.
Regardless - all the hard work was done by other people, and programs - I just plugged them together. =)
A bit of post-processing to create a roughness-map, and metallic-map (perhaps in Substance Painter, or even Photoshop) - would enable photoreal behaviour for rough and metal areas of scanned objects.
I'm looking forward to applying the same workflow to my own scans. =D
I've included two such renders in my post - the HDR environments are from HDR Labs, and I need to dig out the credits for the desk and lamp.
There's some brief details included in the popup/mouse-over text of the images.
Regardless - all the hard work was done by other people, and programs - I just plugged them together. =)
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