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9499-1: Gungan Sub
Published 3 years ago
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Navigate the underwater world of Naboo with the Gungan Sub!

Jar Jar Binks guides his friends Obi-Wan Kenobi and Qui-Gon Jinn through the watery core of planet Naboo in the elegant Gungan Sub. Built to resemble some of the many creatures that inhabit the underwater world, the Gungan Sub features a large cockpit, cargo bays, storage boxes, rotating tail propulsion, missiles and even a mini-sub with harpoon. Includes Queen Amidala, Obi-Wan Kenobi, Qui-Gon Jinn and Jar Jar Binks.

• Includes Queen Amidala, Obi-Wan Kenobi, Qui-Gon Jinn and Jar Jar Binks
• Features opening cockpit, 2 cargo holds, 2 cargo containers, rotating tail, 4 flick missiles, detachable mini-sub with harpoon and 2 Lightsabers
• Detach the mini-sub!
• Fire the missiles!
• Rotate Qui-Gon Jinn and Obi-Wan Kenobi minifigure heads to reveal decoration with underwater breathing devices!
• Gungan Sub measures over 16" (43cm) long and 10" (27cm) wide
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Stas
3 years ago
Great work as always face with stuck-out tongue and winking eye
wlange
3 years ago
That's a really nice set - really cool to see this here! I love the minifigs and the sub actually looks a bit like a manta.
zanna
3 years ago
Mmm... back tubes are a bit strange grinning face with smiling eyes
Scrubs
3 years ago
They actually bend pretty similarly to that in real life. You assemble them straight and make a 180° twist of the tail assembly after.
UmbraManis
3 years ago
Every time I see this set, I wonder what that thing with all the orange cones is.

Nice work Scrubs!
Renderbricks
3 years ago
Here's my MODO version. I created HDR-map for this version by placing the reflections and activated the Luminous shader for the green and orange parts.
Scrubs
3 years ago
I keep looking at real LEGO pieces and I still think it looks too waxy. For example, we can see the light going through jar-jar head which does not happen with the real parts.
nu_montag
3 years ago
True, but overall the MODO materials look pretty good. The way that the light catches the rounded edges look nicer than the Blender version, in my opinion.
Scrubs
3 years ago
Modo $1800USD vs $0USD Blender winking face

I totally agree for the round edges of Modo. The shader that I use is not developed by the Blender team and it is just a script made by a talented user. Therefore it is not really comparable in terms of result and optimization. You might have noticed that it doesn't work for edges behind transparent pieces too. Besides, 3D rendering is not my job and I'm sure a Blender pro would be able to update the materials to a whole new level!

That said, I appreciate the renders of Renderbricks/Virtualrepublic but I'm expecting the best from him to push us to go even further winking face
Renderbricks
3 years ago
It's the SSS. Mybe 40% is still to high but the "waxy" effect depends also on the intensity of the HDR or a light. In the LEGO movie you will also recognize extreme SSS effects depending on the lighting situations.

Like here:
https://mobileanger.files.wordpress.com/2014/06/lego_everythingisawesome.jpg

I have to test how low I should setup the SSS before it starts to look cheap. The SSS is in general very important for the look. If you would light Jar Jar's head with a brighter light from behind or the left top side in my scene I am pretty sure you would see this effect at his head.
Renderbricks
3 years ago
Jar-Jar's head had a texture material with 60% SSS. Fixed smiling face with open mouth
Renderbricks
3 years ago
I set SS of all solid bricks from 40% to 20%. Jar-Jar was 60% what caused the extreme SSS effect.
Scrubs
3 years ago
I definitely prefer the second version you posted. It is getting closer to real bricks. It is good that you kept both version here. It is easy to compare.
Renderbricks
3 years ago
Yes. Lower SSS seems to be better but it can make the look more boring. I don't think the goal is to simulate a real shot LEGO model. There's room for a more promotional style. The same method you all know from commercials where most products will be presented polished and mostly off the original to sell them. I will do some intense tests within the next weeks (hopefully) with real LEGO bricks of different colors with real lighting situations. I will shoot a good HDR of all these situations to find a good comparison and balance between a real plastic look and a nice promotional look.
Scrubs
3 years ago
I guess to make a good image (not boring) not only the shaders are important but also the scene setup (background, lighting, framing, etc.) as well as post-processing. I'm sure that even with average materials but a nice environment you could provide more emotions to the viewers.
nu_montag
3 years ago
Exactly. Zanna, who uses Blender template materials creates amazing scenes with lots of action/emotion in them, just by adding effective lighting and an appropriate environment.
virtualrepublic
3 years ago
That's completely true. The idea comes first. The execution is another thing. I am still in a phase where I see all this more from a technical pov. Once you have worked out a great setup Zanna's scenes would be boosted to 100% more awesomeness. And they would help to finetune things again.
zanna
3 years ago
Thank you guys winking face

In my opinion, as virtualrepublic (Renderbricks) said, message (idea) is the most important thing.
Every image is a way to comunicate something, technique is "only" the background.

Well, maybe the great part of our renders are an end in themself, because we are playing and / or doing some virtual research, so everyone with his tools can try to do what he has in mind winking face

I'm the first one to admit that my technique and my 3D skills are very limited (I can only put lights, set cameras and play with a few settings) and when I watch virtualrepublic's renders I think "OMG, I would have those material settings, those fantastic edges, etc... etc...) face with stuck-out tongue face with tears of joy ... but I'm not working for Lego®, so I'm happy with that. grinning face with smiling eyes
nu_montag
3 years ago
I just added my render. It uses volume absorption and scatter in the environment to create the underwater effect. 5 hr render time with a 4 CPU cores, at 2.5 K samples. This was a fun scene to set up!
Scrubs
3 years ago
Did you put a mask in front of the light source to make the rays?
zanna
3 years ago
@RuMontag, that's Interesting winking face
It's very grainy, it doesn't look 2500 samples Face with open mouth
nu_montag
3 years ago
^^ No, I should look into that. The rays come from the volume scatter, and the light is a very high-strength point lamp (50,000, I think)

^ I know, the volume scatter adds a lot of noise… face with stuck-out tongue
Renderbricks
3 years ago
Great athmosphere. Using lights is in some way better for the transparent parts instead of a Luminous shader (MODO) only. Nice detail on the glass-spheres with the glow-rings what brings it closer to the film reference. And now replace the sea ground with LEGO bricks face with stuck-out tongue

Yes, for those effects you have to set the samples very high. There should be a separate sample rate for the volume effects I think?!
nu_montag
3 years ago
^ Thans! Yes! It would be so nice if effects like this could have their own way of sampling… I agree, the lights definitely give it a different effect than a "luminous shader" (called emission shader in Blender). At least in Blender, the glowing effect doesn't really have the right feel.
Renderbricks
3 years ago
Yes. I was too lazy to place lights. You should take a look at the spot lights if you can adjust the source to the size of the bricks.
nu_montag
3 years ago
Yes you can. The lamps under the pieces (called point lamps in Blender: spot lamps are something else! face with stuck-out tongue) can be sized. I could probably make them a little bigger before they start intersecting with the piece or the stud of the part below. Alternatively, I could create a scaled down version of the piece with a strong emission (luminous) shader to fit the shape more but still give the same effect. Thanks for the idea!
Renderbricks
3 years ago
Playing with lights and volumes. Adding them to my promotional look and style. Now rendering two more versions.
Renderbricks
3 years ago
Last picture is a direct screenshot from MODO. Rendering now in final quality. Final comp tomorrow.
UmbraManis
3 years ago
The last one looks great! We're going to set some kind of record for most comments on a single set. smiling face with open mouth
Scrubs
3 years ago
@Umbramanis I was thinking about the same thing face with stuck-out tongue
I didn't know it would attract some many comments when I finished the model last week!
zanna
3 years ago
Awesome Renderbricks black heart suit
Renderbricks
3 years ago
My keylight was set too dark. Corrected. Rendering overnight a new version.
Renderbricks
3 years ago
Latest picture optimized and OUT!
nu_montag
3 years ago
Nice! The atmosphere is pretty good, it captures the scene well. The lights look so nice without all the noise! face with stuck-out tongue Is the beam effect in the render environment, or added afterwords?
Renderbricks
3 years ago
I guess the last render is now perfect. It's underwater. So I need to add some fog to it. I am also uploading a movie showing the compositing.
Renderbricks
3 years ago
Here is my combine in AFX.

I googeled a background from the original scene for the comp.

I use a couple of passes:
- Beauty Pass
- Volume Scattering Pass of the lights to control the intensity of the light effects
- Depth Pass to control a fog effect
- Optical Flares for a descreet athmo light effect.

Just watch my movie:
https://vimeo.com/160314430
nu_montag
3 years ago
Okay, I figured out how to decrease noise! Here is my new render, with branched path tracing, which is a different way of calculating light paths in Blender. Normally, Blender picks one light randomly in a sample, and creates noise. With branched path tracing, it calculates light from all sources, and also allows you to set different rates on sampling for different kinds of light paths and materials. It seems like a really powerful tool, and I'll hope to be posting about it in the forum soon.
nu_montag
3 years ago
Also, this render took about the same time because none of branched path tracing options (that I know of) give extra samples to the volume scatter. disappointed face Render time was about 5.5 hrs, but only 1800 total samples were used. The sub itself (without volume scatter and absorb) probably would have used a lot less, but I haven't found a way to render volume scatter extra.
Renderbricks
3 years ago
Nice one. You forgot to set higher samples for the volume spot lights face with stuck-out tongue
wlange
3 years ago
Great render, [b]RuMontag[/b]!
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