Texturing and Rendering a Wine Bottle: Creating Simple Environments for Showcasing Products

Photo of Raymond Olsen

Instructor Raymond Olsen

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  • Duration: 08:07
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  • Made with Release: 19
  • Works with Release: 19 and greater

Creating a simple studio setup for the wine bottle render.

We’ll start by adjusting the render aspect ratio to a 1-page magazine size, and then we’ll frame up the shot and create a render camera. Next we add a plane for the back wall and then use a few royalty free images and Cinema 4d filters to create the materials for the wall and the floor.

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Transcript

Now let's create a simple set that we can use for our wine bottle render. We'll start by adjusting the render aspect ratio to a one-page magazine size. And then we'll frame up the shot and create a render camera. Next we add a plane for the back wall and then use a few royalty-free images in Cinema 4D filters to create the materials for the wall and the floor. So here is the magazine layout ratio that I was talking about. I get this out of the way. And we can set that right up here in Render Settings. And the size that we've been asked to do is 670 x 870. I'm going to go and lock that ratio, and close the window. And I wanted to show you up here in Options, if you go to Configure or your Shift+V, you can actually crank up the opacity of the tinted border to make edge of your frame easier to see. So let's go ahead and frame up our shot. I'm going to grab the white wine bottle, and I'm just going to move right up to about here. And we want about half of the image filled with the wine bottle, and they want to type or something over here. So this is what we've been asked to create. So now that we've got it framed up, let's just create a camera. And then click the little bullseye next to it to look through the camera. I don't like how we can see up into the bottle this way and also on the bottom. It's got a lot of perspective distortion. And we can solve that by increasing the focal length of this camera. So right here in the Object tab, I'm going to crank this all the way up to 300. And now you can see we can't see our wine bottle anymore. But if you just grab the wine bottle and then use this Dolly Zoom tool to pull straight back, that gives us the same framing but with that longer lens length. And then we can use this Move tool right here to Move left and right. Now we can no longer see up into the wine bottle because all of that perspective distortion has been flattened out by the longer lens length. So I'm going to jump into my fore view. And up here in the top view, I can see that my camera is looking off to the side a little bit. And I'd like to be looking straight at that wall when we put it in. So I'm going to come over here to the Camera Coordinates tab and just cancel out that heading value with a right-click. And now, we're looking straight down that Z-axis. If we jump back into the Render view, now we're off. So I'm just going to slide the X value of that camera to move that over in X and then that'll get us back to that position. And our floor, you can see is way bigger than it needs to be. So I'm going to go ahead and scale that down. I'm going to make it just a little bit bigger than the cone of our camera so that way, we can see edge to edge in the frame, but it's not quite so massive. And about 100 is the number that I came up with that worked for my scene. And now, I want to keep this Render view, but I would also like another perspective view to work in. So I'm just going to come here to Cameras and in Perspective. And that gives me an additional perspective view to work in. Then I'm going to change this display to Quick Shading with lines. And let's go ahead and add a wall. So I'm going to use a plane for the wall. I'm going to make that minus Z so that way, it's standing up on its side. And I know that the image we're going to use for this is a 16 x 9 image. So I'm going to make this 160 x 90, and that'll get us in the right ratio. And that way, when we apply that texture to this wall, there'll be no warpage. So go ahead and position that right about here, just to the back of the floor. And now in our Render view, you can see we have floor and wall, and that's it for the set. So let's go ahead and add some materials. And while we're doing that, I'm going to go and activate my Interactive Render Region so we can see what's going on. And you can see right now, our wall, which I'm going to go ahead and rename, "Back Wall," has nothing going on. That's because there's no reflectance channel in that default material. So let's create a new PBR material, call it "Back Wall," and then apply that to our back wall. Now you can see it's showing back up in the render. I'm going to deselect the wall so the access tool goes away, and then select the back wall texture. And over here in the Reflectance Channel, let's plug a texture into this layer color. So I'm going to activate that, and we're going to use this stone texture. This is a royalty-free image, I will provide a link too. And now, you can see the stone texture is being applied to the back wall. I use the texture because it has a nice variety of dark, medium, and light tones, but I didn't like the color. So the colors that I want were just different shades of brown. And an easy way to do that is right here where we plug that texture in, you can hit this fly out and actually put in Colorizer. And Colorizer is using this gradient. I just jumped into the Colorizer by clicking on it. And in this gradient, it's using this knot for the darks, this knot for the lights, and this knots for the mid-tones. So I just want different shades of brown. And to make that easy, I'm going to open the Picture Viewer with a Shift+F6 or Window Picture Viewer right here. And this is just a sample of my background. And this is just different shades of brown. So I'm just going to use for the darks, I'm going to pick a dark. For the mids, I'm going to pick a medium, and then for the lights, we can use the Eyedropper tool and just pick a light. So now, I'm going to close out the Picture Viewer. And you can see everything is way too dark. So I'm just going to crank the value up for my lights. And now you can start to see the effect that we want. Just need to adjust these values just a little bit until you get something that you like. And then I'm really liking those values, but I'd like the texture to be bigger. So I'm just going to select the back wall and then use my Scale tool with the T hotkey, and just scale it up. I think that looks great. Deselect the wall. And now, all we need to do is plug a wood texture into our floor. We already have the floor texture started, so I'm just going to activate that, and we're going to do the same thing right here in the layer color in our default Diffuse channel. We're just going to plug in a texture. And this is wood texture tile we're going to use. And we'll let that render out. And that looks pretty good already. I'm going to jump out into our perspective view just to make sure, yup, the green is pointed in the right direction. So I liked everything about this wood texture except for the brightness. I wanted more of a mahogany look. So right here under Colorizer, there's another tool called Filter. And if you jump into that, you'll find all these color correction tools. And all I really wanted to do was just darken it. So I'm just going to use the lightness value and crank it down to about minus 75. And that was all I needed to do the texture to get the look I wanted. So now our set is done. Everything looks a little bit dark right now, but that's okay because in the next video, we're going to lighten up some areas with some targeted lighting.
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