• March 06, 2014
  • Blender 2.7x
  • Render: Cycles
  • Creator: rianvermeulen
  • License: CC-0
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This blend came about after a question from OD91 about how to model this lamp. (Well, it's a fashiondisplay, we make it a lamp).

Design is from Ola Shibib and the picture came from Shape Studio

Toggling the previewpictures will fake the lightswitch.(Once they're downloaded to your browser.)

Some testmodeling slowly and sneakily became a full model, so then ofcourse he made me upload and explain....See in the comments below...


  • rianvermeulen profile picture

    Edit 30-04-2014: Hi, I noticed that the Sampling-clamp settings in the renderpanel (version 2.69) have been split-up into "Clamp Direct" and "Clamp Indirect" in version 2.70.

    However, these new settings do not copy the Clampvalue that I have set in the older version, resulting in no Clamp at all, and very noisy renders.

    Now, I have updated this blend to version 2.70, but if you have the old blend and use 2.70 you have to do it manually: Clampvalue should be 3.00 for both... :)


    Edited March 06, 2014
  • rianvermeulen profile picture

    As you can see the lamp has a repeating pattern and if we swap each part with a (once divided) plane it looks like this:


    The brown is the pattern, the white rims we will extrude later-on, and the dark-brown is the only part we have to model, because we will use arrays and and a circular curve.

    This is a standardtechnique and if you don't know it, watch this tut from Andrew Price how to make a cartyre in blender :D

    The set-up would look like this


    Modeling: Add the backgroundimage and a plane, subdevide 10 times (that's 10 loops, not 10 mouseclicks), delete all except the rim, select one vert, shift-D, grab and now outline the holes by extruding this one vert. Fill with planes when ready.

    You will have to move the outer rim a bit. Keep in mind that the arrays have to merge later on so keep adjacent (=opposite) rims the same by only moving those verts in pairs.

    The result should look like this, though less sloppy if you want a crease or a bevel. I had to remodel.


    As you can see I compensated for the perspective warping by using adjacent shapes as well.

    Here we add the two arrays, but if we ad the curvemodifier now we only get a cilinder. We need one more curve, and we could use another curve-mod for that, but instead we apply the vertical array straight away now, and use the warptool for that second curve.

    Now I can't explain everything full scale, if you don't know this tool then read this warp transformation You'll find the tool under mesh,--- transform,---warp.

    Warp some 85-ish degrees (the safe side of 90) in editmode toward what will be the inside.Things should look like this in objectmode now:(without the curve-modifier)


    And like your lampshape in objectmode, when you enable the curve-mod again.

    The rest is straightforward: Add solidify, subsurf, a crease or a bevel, apply the array and the curvemodifier....(unfortunately you have to because of that final seam):


    The array should merge first and last too, (I think?) but it never does. You must do it by hand which means apply the curve first.


    Edited March 06, 2014
  • Cesium666 profile picture

    Awesome !!! It just looks like a real lamp with realistic light effect. Good tutorial as well!!

    Written March 15, 2014
  • rianvermeulen profile picture

    Why, thank you,...

    Edited March 15, 2014
  • Sojan profile picture

    Nice i tried to make that effect too! cant say i did an as good job! That second preview render... exactly the scene i had a hard time lighting!

    Written May 17, 2015
  • rianvermeulen profile picture

    Thanks, and well, I told you: It's done in the compositor.

    But check it out. It's just 1MB ánd CC0.... :)

    I disabled the compositor, because otherwise it would cut in on ALL the renders, but you can hook it back up easily enough, settings are still there.....

    Written May 17, 2015
  • Sojan profile picture

    yup im ok with the compositor.... somewhat,... i think! haha i did mess around with it a little. I did not do mine in the compositor: dident think of it that way. i used ray visibility. Well that can be tweaked in the compositer to... lol

    Written May 17, 2015
  • cookingglen profile picture

    Thankyou great model!

    Written March 24, 2014
  • rianvermeulen profile picture

    Thanks, and you're welcome... :)

    Written March 24, 2014
  • Dirj profile picture

    I struggled for weeks trying to accomplish this lighting effect for the Bates Mansion. I never succeeded.

    Written April 09, 2014
  • rianvermeulen profile picture

    Well, check it out then, that's what we're here for. :)

    It's got a pleasant spartanstyle set-up: no superfluous fancy footwork, except maybe the lampshader material, but you don't need that if the lamp isn't in view.

    And, (just guessing what you're after here) Like with real camera's: that shady half-lit look of the dimlight can't be accomplished by tweaking down the light-strenght. You need to properly light the scene, and then tweak brightness, contrast and saturation in the compositor... :)

    Edited April 09, 2014
  • Warcos profile picture

    woooowww amazing.... seems difficult to model but as you have done, it looks great and easy

    Written April 16, 2014
  • rianvermeulen profile picture

    Thanks, modeling does seem difficult sometimes. Luckily with Blender we have this complete bucketfull of amazing modelingtools at our disposal. :)

    Written April 16, 2014
  • Sojan profile picture

    Sorry wrong post: dont know how to delet it

    Written May 17, 2015
  • twinsnet profile picture

    bagus sekali...ijinkan saya menconya

    Edited March 13, 2018