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please post your skindigo renders here. i'm sure us SK user would love to see what SK is capable of. lets also keep it to skindigo specific answers to render questions please :wink:


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here's my first SK post. could use a bit more detail in the creases of the blancket thingy, but hey here it is.

thanks Cool for the rejects tip worked good. could you explain when you'd what to use more as opposed to less and the typical ranges?


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Looks pretty good, the carpet looks a little shiny though, almost like a linoleum. maybe a bump?

or is this what you are going for?


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nice!

Yeah, the carpet is strange...
besides the shinyness, it also has some strange normal problem like things near the still face inverted seat...

it also has much too sharp corners ;)

the pillows look a bit too uniform and perfect... make them bumpy :)


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nothing too serious. i was just playing and getting used to soapskinbubble to see how far i could take it. the blanket dosn't have enough geometry, the dark spots are actually triangle shadows. and the chair is a test of SSS.
bump on the cushions is a good idea since i made them for my component library.

Kram, whats a "still face inverted seat"? i didn't know i put one of those in there. :lol:


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still face inverted chair*
some normals are inverted (and that already was said) - that's why there are some black parts in the chair...


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as far as the range for max bounces go, well with an outdoor scene like yours, with not much around, then you don't really need a whole lot of bounces

but things do look better with more. SSS will stop developing much earlier if the bounces are too low.

And edges of glass/transparent objects will render black if max bounces is too low. The more transparent surfaces/objects there are, especially if they are one behind the other, the more bounces you need. You need at least one ray bounce for each surface contact for the light to go through etc
I would use a minimum of 16 if there are glass things around

Higher for indoors and dark scenes. I think 1000 is more than enough. 100 seems to look OK as well


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thanks cool.

i don't see any black parts? the seat is much thicker than the rest if thats what you mean. if not could you show me? i checked in SK and couldn't seem to find any.


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huh?! :shock: :shock:
No idea, what I've seen - maybe phantoms... I can't see them any more, myself :oops:


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Here's another example of what can be done with instancing and proxies in SkIndigo. The scene took almost no time to set up. The longest part was converting the PNGs that came with the XFROG tree model to JPG.

If this was production work, I would have given some more randomness to the trees by rotating and scaling the trees.

I made some hills with the sandbox tools and then used the 'drop' script by TBD to set the trees on the landscape. This takes no time at all.

Tree material is a blended diffuse transmitter with a clip map. All you need to do is create a diffuse material, apply the clip map to the clip channel, and lower the SU opacity setting. In this case, I had the opacity at 50 which exports 50% diffuse, 50% diffuse transmitter.

FYI, this scene was created on my cheap laptop that doesn't have any hardware graphics acceleration (drivers don't work with SU). Proxies are a necessity.


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Cool tree..
I think this scene should be pushed to the max... see how many trees we can get :)


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OnoSendai wrote:
Cool tree..
I think this scene should be pushed to the max... see how many trees we can get :)

Well, I did a scene with 126,000 cars (see avatar :wink: ). This scene has only about 100 trees and I think they are less poly than the cars were... :)


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Can u upload the tree?


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The tree is an XFROG model from this site:

http://web.inf.tu-dresden.de/ST2/cg/dow ... licplants/

I used blue spruce for the scene. There are some other great tree and plant models on that site. (site says to use for non-commerical purposes only)


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why did you convert png to jpg? - was there a loading error?


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