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SubNat
Nov 27, 2008

Both upscaling and up-fpsing at the same time? What solution/program did you use?
I assume that means the video-oriented upscalers have started maturing as well? Last I checked 'em out it was mostly just batch-upscaling the frames independently, which led to some temporal instability/flickering.

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500
Apr 7, 2019

Some guys at work recently used Topaz to take a 1080p video to 4k. The quality was pretty surprising. I also didn't know video upscaling had advanced so much.
https://topazlabs.com/video-enhance-ai/

SpoonsForThought
Jul 1, 2007

SubNat posted:

Both upscaling and up-fpsing at the same time? What solution/program did you use?
I assume that means the video-oriented upscalers have started maturing as well? Last I checked 'em out it was mostly just batch-upscaling the frames independently, which led to some temporal instability/flickering.

I was working with Cubicle on this. I believe we used Topaz firs to up-res the shot and then we experimented with a couple of apps that wrap implementations of DAIN and CAIN or RIFE interpolation. I believe the software that we used for the shot Cubicle mentioned was the Dain-App. The developer's Patreon is here https://www.patreon.com/DAINAPP. Looks like he has moved on and started working on his own wrappers for RIFE.

I've also seen FlowFrame mentioned as well but haven't used it. https://github.com/n00mkrad/flowframes

I had really good luck with a version of a CAIN app I found via the Dain-App discord. I'm not sure if there is a a page for that. If you DM me I can dig it up.

Seems like it's still early days for all these tools so they can be a bit flakey. At our office we ran into some issues where they didn't want to work on some PCs, but I haven't had any trouble on my home workstation.

From my limited understanding in terms of speed it goes DAIN (Slow) > CAIN (Fast) > RIFE (Faster). I believe they are all GPU based (I think DAIN is Nvidia only) and on my 3090 I could churn through a 300-500 frame sequence in maybe 3 minutes going from 24 > 96 using CAIN.

If you want to know more I'd recommend joining the Dain-App discord https://discord.gg/xsKMQxPS and having someone there point you the right direction.

SpoonsForThought fucked around with this message at 16:14 on Feb 17, 2021

SpoonsForThought
Jul 1, 2007

Opps. Quote is not edit.

SubNat
Nov 27, 2008

Oh, that's very neat! It's actually the first time I've seen someone mention using Dain-app for anything other than just like, smoothing a standalone animation or something like that.
It's impressive that it was usable for such a much heavier task.

SpoonsForThought posted:

If you want to know more I'd recommend joining the Dain-App discord https://discord.gg/xsKMQxPS and having someone there point you the right direction.

Ah thanks, my interest in it was mostly to hear a bit more about what solutions are getting popular/ how they're maturing. Since I mostly do stuff in Unreal, rendertimes aren't a huge bottleneck for me.
It's generally faster to just blast out a higher framerate/res render from source than to render and upscale/upflow for me. But I understand that it's a vastly different case when you're using offline renderers where every frame takes it's time.

I'll probably be checking up on them if I do more 180/360 renders in the future, since those are incredibly slow in comparison.

Comfy Fleece Sweater
Apr 2, 2013

You see, but you do not observe.

Getting into this 3d thing right now seems like a really weird, possibly bad time to do so. Because of the AI/Procedurals/MachineLearning explosion.

Seems like the golden age for ez-3D was like 10-20 years ago. Still, I enjoy it.

As a beginner, I wonder if I’m wasting my time with stuff like good topology or learning specific modeling techniques(how to make holes in Hard surface! Etc). I jump on Twitter and see a guy who modeled like 300 sci Fi helmets procedurally, or some dude on Artstation who made a procedural building generator in modo.

Just venting a little... Don’t know if I should continue, feels like I’m learning to use a typewriter and the industry is moving to PCs. How much longer is stuff like topology or optimized poly counts gonna be relevant?

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
I just want to say that I love it when you all share your works, even if you're just getting started.

EoinCannon
Aug 29, 2008

Grimey Drawer

Comfy Fleece Sweater posted:

Getting into this 3d thing right now seems like a really weird, possibly bad time to do so. Because of the AI/Procedurals/MachineLearning explosion.

Seems like the golden age for ez-3D was like 10-20 years ago. Still, I enjoy it.

As a beginner, I wonder if I’m wasting my time with stuff like good topology or learning specific modeling techniques(how to make holes in Hard surface! Etc). I jump on Twitter and see a guy who modeled like 300 sci Fi helmets procedurally, or some dude on Artstation who made a procedural building generator in modo.

Just venting a little... Don’t know if I should continue, feels like I’m learning to use a typewriter and the industry is moving to PCs. How much longer is stuff like topology or optimized poly counts gonna be relevant?

Learn art mostly, knowing how to make something look good is much more important than whatever software or techniques you use.

Maybe specialising in modelling realistic humans isn't a growth area right now though

ImplicitAssembler
Jan 24, 2013

Comfy Fleece Sweater posted:

. I jump on Twitter and see a guy who modeled like 300 sci Fi helmets procedurally, or some dude on Artstation who made a procedural building generator in modo.

That's fine..until you want a specific result.

Jewel
May 2, 2009

3d can be art, 3d can be a job, 3d can be precision -- it's a lot of things, you have to pick what you want to do. you could model game assets, or try and do interesting shader work, or make movie-scale assets, or make realistic props, or technical cad or architecture work, or make abstract art -- you can want do any of these for yourself to facilitate ideas you've had; or you can do them for someone else for commissions, you can want to work side by side with a team. lots of possibilities, none better or worse than any other; unless your priority is "how much money do they make" which is constantly shifting and has different answers and isn't always the most fulfilling goal to aim towards

and also, as with all art, comparing yourself to the best of what the world has to offer is always suicide -- keep yourself humbled, join communities of likeminded people, post your stuff here, ask questions -- focus on what you want to focus on

Stupid_Sexy_Flander
Mar 14, 2007

Is a man not entitled to the haw of his maw?
Grimey Drawer
Coming from a consumer aspect of this, basically I just throw money at someone to have them make a printable model of something I need made. Sometimes that's a highly detailed thing like a ring or coin, sometimes it's literally a faceted rock.

I don't give half a gently caress how it's done as long as it looks right and prints correctly. This poo poo is magic, so if you tell me there's a blood moon fee I just agree and ask how many chickens I gotta sacrifice.

I'm not professional in the least, but I can also tell you that most people who wanna 3d print something at shapeways or off a printer don't really care what you use. I've yet to see someone say they need a specific project don't in zbrush and only in zbrush, or anything else.

Dunno if that helps or hinders, but that's just from a customer's view.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Different kinds of art are needed for different things. Being able to spit out 50 different sci-fi helmets at the press of a button is a pretty niche skill, since helmets are typically mass-produced and identical for a given faction, aside from variation in sizing. But being able to spit out 50 different buildings could be useful if you need a city backdrop; everyone expects each building to be largely samey but not identical, and they aren't going to be looked at too closely. Buuuuut if you need one specific building and you care about exactly how it appears, you're back to making it by hand to create the specific scenario / emotional response / shot framing / etc.

I'd say it's good to be aware of advances in the field, but I wouldn't leap to the assumption that, say, your average 3D modeler will be out of work inside of a decade. They'll be using more powerful tools that will take care of more of the drudge work, but most of what they do will be recognizable to us today, just as most of our workflows would be recognizable to people from 20 years ago.

Sagebrush
Feb 26, 2012

Now that Substance is an Adobe joint, is it likely that it will get added to the Creative Cloud?

I loving hate subscription-model software but I have the biggest CC plan through the university so gently caress it, I'm all in I guess, and I've never tried Substance but it looks pretty cool.

500
Apr 7, 2019

The things about those insane procedural house tools is:
1) it takes a significant time investment to build a complex procedural tool. You'll want to be sure that the time savings outweigh the time it would have taken to just model the assets by hand
2) the tools are often only partially procedural, relying on pre-made modules that the algorithm fits together. These modules had to be modelled by someone the traditional way
3) If you don't have good art fundamentals, then your procedural house is going to look bad. The computer isn't going to save you.

My opinion is that if you find 3D modelling interesting you should keep learning about it. There are always going to be tens of thousands of people who are better and faster than you. It's best not to think about it too much, and just focus on your own progress.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Dick Trauma posted:

I just want to say that I love it when you all share your works, even if you're just getting started.



been doing this for 2 years in blender, but only a few hours a week tops.

Neon Noodle
Nov 11, 2016

there's nothing wrong here in montana
I love them.

BonoMan
Feb 20, 2002

Jade Ear Joe

Comfy Fleece Sweater posted:

Getting into this 3d thing right now seems like a really weird, possibly bad time to do so. Because of the AI/Procedurals/MachineLearning explosion.

Seems like the golden age for ez-3D was like 10-20 years ago. Still, I enjoy it.

As a beginner, I wonder if I’m wasting my time with stuff like good topology or learning specific modeling techniques(how to make holes in Hard surface! Etc). I jump on Twitter and see a guy who modeled like 300 sci Fi helmets procedurally, or some dude on Artstation who made a procedural building generator in modo.

Just venting a little... Don’t know if I should continue, feels like I’m learning to use a typewriter and the industry is moving to PCs. How much longer is stuff like topology or optimized poly counts gonna be relevant?

Always always learn the fundamentals. Every good artist knows the fundamentals. Picasso didn't jump just straight to cubism!

And as someone that hires from time to time - those things you mention are a drop in the bucket compared to the things actually requested from clients. Needing to build what a client wants almost always requires levels of custom modeling and that's where your fundamentals will come in.

cubicle gangster
Jun 26, 2005

magda, make the tea

Comfy Fleece Sweater posted:

Getting into this 3d thing right now seems like a really weird, possibly bad time to do so. Because of the AI/Procedurals/MachineLearning explosion.

Seems like the golden age for ez-3D was like 10-20 years ago. Still, I enjoy it.

As a beginner, I wonder if I’m wasting my time with stuff like good topology or learning specific modeling techniques(how to make holes in Hard surface! Etc). I jump on Twitter and see a guy who modeled like 300 sci Fi helmets procedurally, or some dude on Artstation who made a procedural building generator in modo.

Just venting a little... Don’t know if I should continue, feels like I’m learning to use a typewriter and the industry is moving to PCs. How much longer is stuff like topology or optimized poly counts gonna be relevant?

Automated tools will never be perfect - they'll always need some level of human touchup. There will always be a need to understand what good topology looks like - it's only way to know why something is breaking, and what needs to be done to it to fix it. Much like everyone worried that content aware fill would put the entire retouching industry out of business, it didn't really because good retouching is more about the decision-making that goes into it, rather than the tedious grunt process of actually doing it. And when the automated tools fail, you'll still need to touch it up by hand.
That's what humans are required for - good decision-making. Learning the tools and processes' tends to give you a very natural and deep ability to make better decisions - it's just hard to quantify over a short period of time.

We've actually had a bit of an issue in arch/marketing with people who've only ever worked using premade downloaded models and premade materials - the second something requires complex, custom work they are completely incapable. You absolutely need to know all of those things still - if only to go through the process to learn pros, cons, and develop a deep familiarity. And when to spot things and clean them up before they become issues that are harder for others to find.

AI & machine learning is saving render time, allowing the quality bar to be raised even further. Megascans assets & these human tools allow people to jump straight to layout and skip all the boring poo poo that would've taken months to model. I'd actually argue we're in the golden age now. The time to go from making a decision and realizing it is shorter than ever, allowing artists to push the quality and standard higher and higher. Single people can render personal projects in crisp 4k on a home machine and have access to all the tools they need to make it look close to what large studios can put out.
I've been doing this for 18 years now and (tools and processes wise) every single year has been better than the one before to be in this. It's always moved this quickly. Techniques and processes get replaced constantly, just keep yourself in front of them and adapt.
I have seen many people left behind by thinking they'd learnt all they needed to and could coast as a pair of hands who's entire offering was knowing what buttons to press - by the time they realized they had left it too long, they were almost starting from scratch.

Stupid_Sexy_Flander
Mar 14, 2007

Is a man not entitled to the haw of his maw?
Grimey Drawer

Grey Hunter posted:



been doing this for 2 years in blender, but only a few hours a week tops.

They remind me of the gators from a comic strip Pearls Before Swine. I love em.

Listerine
Jan 5, 2005

Exquisite Corpse
Question for the houdini folks, I'm looking to buy a tool and the seller has it available as .hda or .hdalc. I'm running Houdini Indie. Does it matter which option I get? I'm not too familiar with Houdini assets- I know how to make and use them, and I know that the extension reflects the version of Houdini (full or Indie) that was used to make the asset, but I don't know how the version of the asset affects how I can then open and use the tool.

500
Apr 7, 2019

Listerine posted:

Question for the houdini folks, I'm looking to buy a tool and the seller has it available as .hda or .hdalc. I'm running Houdini Indie. Does it matter which option I get? I'm not too familiar with Houdini assets- I know how to make and use them, and I know that the extension reflects the version of Houdini (full or Indie) that was used to make the asset, but I don't know how the version of the asset affects how I can then open and use the tool.

I can't remember off the top of my head, but could you just download a free one from Orbolt and see which format works best? https://www.orbolt.com/search/?q=tags:tool

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Stupid_Sexy_Flander posted:

They remind me of the gators from a comic strip Pearls Before Swine. I love em.

They are croctapusses ( croctapi?), Which was a joke started because I do far to many LP's at once.
So of course as soon as I start 3d modeling, I have to build one so I can do cool(?) Titlecards for my YouTube channel.i basically play Barbie with him on the computer.

Slothful Bong
Dec 2, 2018

Filling the Void with Chaos

Listerine posted:

Question for the houdini folks, I'm looking to buy a tool and the seller has it available as .hda or .hdalc. I'm running Houdini Indie. Does it matter which option I get? I'm not too familiar with Houdini assets- I know how to make and use them, and I know that the extension reflects the version of Houdini (full or Indie) that was used to make the asset, but I don't know how the version of the asset affects how I can then open and use the tool.

Don't rely on this as fact, but I know when you use Core/FX and open an indie HIP, it'll force houdini to open as indie. I'm guessing it's a similar thing for HDAs, where Houdini will default to whatever the lowest license is; in this case, indie. I thiiiiink it goes both ways, so a standard HDA would open as an LC HDA. But SideFX licensing stuff is a bit opaque, so they could disallow Core/FX HDAs in indie (though that would seem a bit overkill to me). The free one from Orbolt like 500 said is probably the way to go.

But if you can't track something down, I've got Core and Indie installed on my work machine so when I'm back on it I can see what the result is.

Bluemillion
Aug 18, 2008

I got your dispensers
right here
Blender's geometry nodes are pretty cool:

Elukka
Feb 18, 2011

For All Mankind
Messing with lighting and some simple post processing a bit. This is some reasonably realistic space lighting, assuming there's a planet off frame to the left. I really need better bloom and glare than what Blender can do. Apparently Natron's got me - I'd just have to learn it.



For fun, here's how Hubble should see this ship from 20 000 kilometers away. It turns out Blender's field of view has a hard lower limit way above Hubble's fov, but the same quantity expressed in focal length has no upper limit.

Elukka fucked around with this message at 12:58 on Feb 26, 2021

BonoMan
Feb 20, 2002

Jade Ear Joe

Elukka posted:

Messing with lighting and some simple post processing a bit. This is some reasonably realistic space lighting, assuming there's a planet off frame to the left. I really need better bloom and glare than what Blender can do. Apparently Natron's got me - I'd just have to learn it.



For fun, here's how Hubble should see this ship from 20 000 kilometers away. It turns out Blender's field of view has a hard lower limit way above Hubble's fov, but the same quantity expressed in focal length has no upper limit.



Lookn' good. And yeah while I like imagers in 3D programs for fun, most serious compositing work is going to be done in an external compositor (After Effects, Nuke). I hadn't heard of Natron. Sounds interesting. However if you're serious about making it in the industry learn these three compositors (listed in order of preference):

1.) Nuke
2.) Nuke
3.) AE just kidding Nuke

sigma 6
Nov 27, 2004

the mirror would do well to reflect further

Somebody likes Nuke...

(psst Blackmagic Fusion will do most of what Nuke does FREE)

Oh and... *THIS*

https://www.youtube.com/watch?v=9zTpJJoHmnE

Taffer
Oct 15, 2010


sigma 6 posted:

Somebody likes Nuke...

(psst Blackmagic Fusion will do most of what Nuke does FREE)

Oh and... *THIS*

https://www.youtube.com/watch?v=9zTpJJoHmnE

Crypto-art is extremely lovely and nobody should be supporting this. I'm glad Beeple is making some money (he deserves it), but crypto art is not the way to go about it.

https://joanielemercier.com/the-problem-of-cryptoart/

BonoMan
Feb 20, 2002

Jade Ear Joe

Taffer posted:

Crypto-art is extremely lovely and nobody should be supporting this. I'm glad Beeple is making some money (he deserves it), but crypto art is not the way to go about it.

https://joanielemercier.com/the-problem-of-cryptoart/

Yeah the energy thing is bad.

Surely there is a way to do this without cryptocurrency right? I mean, as far as I can tell, the only reason to use it is because of the blockchain aspect and how it acts as the public ledger.

Surely somebody can create a digital art variant of that that doesn't rely on a cryptocurrency? Purchase with real money but you're added to a digital-art-specific blockchain (or variant)?

Taffer
Oct 15, 2010


I don't know enough about it to know of specific alternatives, partially because I think artificially scarcity is a really gross manipulation to raise prices on things, and digital goods can only be scarce artificially. Artists and creators deserve to make money off of their work and should be able to sell it, but doing so by ensuring there's only 1 or 100 at all available is exclusionary at best, and by using crypto to do it it's actively destructive.

For example, the sale of this single Beeple piece produced co2 emissions equivalent to 5.5 years of an EU citizens total energy consumption. https://niftygateway.com/itemdetail/primary/0x12f28e2106ce8fd8464885b80ea865e98b465149/1
http://cryptoart.wtf/#address=0x12f28e2106ce8fd8464885b80ea865e98b465149

And that's tame compared to some others. Many consume DECADES worth of a single person's normal energy use for a single piece of art. It's really, really bad and every artist should be really loud in opposing it. https://memoakten.medium.com/the-unreasonable-ecological-cost-of-cryptoart-2221d3eb2053

BonoMan
Feb 20, 2002

Jade Ear Joe

Taffer posted:

I don't know enough about it to know of specific alternatives, partially because I think artificially scarcity is a really gross manipulation to raise prices on things, and digital goods can only be scarce artificially. Artists and creators deserve to make money off of their work and should be able to sell it, but doing so by ensuring there's only 1 or 100 at all available is exclusionary at best, and by using crypto to do it it's actively destructive.

For example, the sale of this single Beeple piece produced co2 emissions equivalent to 5.5 years of an EU citizens total energy consumption. https://niftygateway.com/itemdetail/primary/0x12f28e2106ce8fd8464885b80ea865e98b465149/1
http://cryptoart.wtf/#address=0x12f28e2106ce8fd8464885b80ea865e98b465149

And that's tame compared to some others. Many consume DECADES worth of a single person's normal energy use for a single piece of art. It's really, really bad and every artist should be really loud in opposing it. https://memoakten.medium.com/the-unreasonable-ecological-cost-of-cryptoart-2221d3eb2053

Yeah I don't think any alternatives even exist. Somebody could make a non-climate destroying mint by creating one I assume.

Comfy Fleece Sweater
Apr 2, 2013

You see, but you do not observe.

Taffer posted:

I don't know enough about it to know of specific alternatives, partially because I think artificially scarcity is a really gross manipulation to raise prices on things, and digital goods can only be scarce artificially. Artists and creators deserve to make money off of their work and should be able to sell it, but doing so by ensuring there's only 1 or 100 at all available is exclusionary at best, and by using crypto to do it it's actively destructive.

For example, the sale of this single Beeple piece produced co2 emissions equivalent to 5.5 years of an EU citizens total energy consumption. https://niftygateway.com/itemdetail/primary/0x12f28e2106ce8fd8464885b80ea865e98b465149/1
http://cryptoart.wtf/#address=0x12f28e2106ce8fd8464885b80ea865e98b465149

And that's tame compared to some others. Many consume DECADES worth of a single person's normal energy use for a single piece of art. It's really, really bad and every artist should be really loud in opposing it. https://memoakten.medium.com/the-unreasonable-ecological-cost-of-cryptoart-2221d3eb2053

https://davidgerard.co.uk/blockchain/ This is a great book outlining how stupid the whole thing is, coincidentally written by a goon

Even by crypto standards NFTs are loving dumb, you can make blockchains with proof of stake which I understand use much less energy, but since "Bitcoin" is the famous popular name, that's where everyone goes (along with Ethereum). It's just the absolute possible worse way to do it.

Crypto is trash

fake edit: His second book is even more disturbing, regarding Facebook, which is also trash
https://davidgerard.co.uk/blockchain/libra/

500
Apr 7, 2019

My main gripe with it is that my Twitter feed has been decimated by people retweeting their NFTs over and over. I had to mute a few keywords to make my timeline readable again (and this is coming from someone who was extremely interested in this stuff a few months ago).


One thing you don't see many people talking about is where all the money is coming from. This article (ignore the fact that it's gushing about crypto for the most part) explains that most of the bids on the above Beeple drop were likely placed by a single crypto fund.
https://loopifyyy.medium.com/the-proof-of-nfts-3-5m-beeple-drop-37955867d789

It makes sense that the artists with the biggest followings are making the most money -- they're basically getting paid indirectly to be cryptocurrency influencers.

mutata
Mar 1, 2003

What a stupid depressing weird dumb thing.

echinopsis
Apr 13, 2004

by Fluffdaddy
its only depressing if we're not making the money

justcola
May 22, 2004

La-Li-Lu-Le-Lo

Is there a big torrent anywhere of textures? I want to start over as I'm so badly organised and have a folder with stuff thats different sizes or doesnt tile correctly etc. I'm aware of the free texture and hdri websites, but was wondering if there was a way to grab lots quickly than downloading them one by one.

I would look in the usual places but also don't want to download a computer virus

cubicle gangster
Jun 26, 2005

magda, make the tea

justcola posted:

Is there a big torrent anywhere of textures? I want to start over as I'm so badly organised and have a folder with stuff thats different sizes or doesnt tile correctly etc. I'm aware of the free texture and hdri websites, but was wondering if there was a way to grab lots quickly than downloading them one by one.

I would look in the usual places but also don't want to download a computer virus

I think a freelancer subscription to poliigon is the cleanest way to go.
Many websites that sold textures that have been packaged up on torrent sites are either ultra specific (arroway etc) or so general and of such a mix in quality you probably want to avoid using them anyway.
If it's for hobby work & you're dead set on not paying for them, get megascans and do the pinkie promise that you'll only ever use them in UE4.


NFTs are stupid and i cant wait for it to all crumble. Had a long discussion about it on facebook with some other artists this morning. It's a giant pyramid scheme - the amount of lazy, quick digital art being generated just for sale is saturating it already - supply is far outstripping demand, while the guys running the service are taking cuts from everything listed for sale. art being valuable is also very closely linked to it's rarity, and if the 'artist' is uploading 40 new pieces a week, original purchasers won't be able to find a market to resell to making their original purchases worthless. It's only worth anything if you can find someone below you and this is why scarcity is essential. If scarcity is irrelevant then just sell prints.

cubicle gangster fucked around with this message at 20:30 on Mar 3, 2021

sigma 6
Nov 27, 2004

the mirror would do well to reflect further

I had some experience with a bitcoin company a while back and did a little animation work for them. Learned pretty quickly it was a giant ponzi scheme and, while I know the company had a great product, everything about the business was shady AF. Supply did not match demand and they were eventually sued out of exitence. That experience taught me a lot about bit coin and libertarians.

Even back then, friends were trying to get me to jump on the crypto art bandwagon. When I saw the thing with beeple my eyes almost fell out of my head.

Captain Splendid
Jan 7, 2009

Qu'en pense Caffarelli?
At the expense of an essay I have due, I've found the motivation to come back to modelling after 3 months

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the_lion
Jun 8, 2010

On the hunt for prey... :D
I have two simple scenes I set up in blender for work that I'm struggling to get to look better/more realistic.

Basically I have a barbecue on a photo cyc background with a HDR and some area lights lighting the scene. The BBQs are made of stainless steel. They're triangulated SketchUp models, but I'm not doing huge closeups with them.

Any advice on product rendering? I was thinking of getting a quote for someone freelance to help me out with it since I'm failing hard with it but I have idea where to look for people these days.

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