Simple Renderings Thread

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dcm
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Re: Simple Renderings Thread

Post by dcm » Tue Jul 10, 2012 9:49 am

thats so mothaphukin cool :shock:

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solarray
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Re: Simple Renderings Thread

Post by solarray » Thu Jul 12, 2012 9:55 am

Thank you, nice to know that Im not the only one :)

Here another object:
fitting90.jpg
Fitting 90 degree

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suvakas
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Re: Simple Renderings Thread

Post by suvakas » Wed Jul 18, 2012 6:16 am

Playing with new animation retime feature in Max 2013 :) Rendered with Indigo.
http://www.youtube.com/watch?v=I9PgdY6DAIE
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retimer.jpg

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lycium
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Re: Simple Renderings Thread

Post by lycium » Wed Jul 18, 2012 7:26 am

Sweet abstract, but I gotta beg you again to use radial+sharp filters! ;)

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cotty
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Re: Simple Renderings Thread

Post by cotty » Mon Jul 23, 2012 6:43 am

(Model from alvis)
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alvis_nervos2.jpg
little gallery... http://unverzagt.biz/cottysgallery/

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subpixel
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Re: Simple Renderings Thread

Post by subpixel » Mon Jul 23, 2012 5:26 pm

Hello,
Here's a first test of implemented normal maps in IndigoMax. Effect is a bit too subtle and needs some more investigation.
Cheers,
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cleric_normal.jpg
Troll Cleric from MAX scenes package with normal map

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Thu Jul 26, 2012 4:48 pm

Canyons !
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canyons2.jpg
Subdivision and displacement took 1013.7613587519008 s
resulting num quads: 20147200
canyons.pigm
(882 Bytes) Downloaded 176 times
obsolete asset

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cotty
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Re: Simple Renderings Thread

Post by cotty » Thu Jul 26, 2012 5:37 pm

CTZn wrote:Canyons !
:shock:
A nice "simple render" :wink:
little gallery... http://unverzagt.biz/cottysgallery/

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Pibuz
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Re: Simple Renderings Thread

Post by Pibuz » Thu Jul 26, 2012 6:16 pm

Oh God! That's wonderful!
..Always loved displacement :lol:
The colour distribution is shader or there's a base texture? Could you show us the maps, even little, just to have an idea of what your workflow has been :D

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ninopiamonte
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Re: Simple Renderings Thread

Post by ninopiamonte » Thu Jul 26, 2012 9:59 pm

Awesome! :o
'T can be a wallpaper with more details.

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Fri Jul 27, 2012 12:54 am

The beauty Cotty is that the displacement shader is even simpler than the albedo shader: no maps used Pibuz it's all ISL !

The displacement method is basically a noise wich uses itself for it's U and V placement. By the way I should be able to add directional (wind) erosion. The albedo mixes a bit of the displacement (lower is darker) with randomized horizontal layers.

The material is attached above; I applied it on a 1km square plane. The subdivision is view dependent, there's no way my computer can handle more polys, Nino :)

Virtual landscapes are pretty exciting I recon !
Last edited by CTZn on Fri Jul 27, 2012 12:59 am, edited 1 time in total.
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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Fri Jul 27, 2012 12:58 am

Super-awesome work CTZn!
It looks like you're using the normal Indigo sun+sky model (as opposed to the full atmospheric scattering simulation), is that correct?
It would be nice to see with the full simulation.

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Fri Jul 27, 2012 1:05 am

It certainly would look awesome ! I'll do that at some point Nick, meanwhile there is the scene for the courageous rigs; they'll need 8 Gigs equiped, more or less.
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canyons.pigs
manypolys
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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Fri Jul 27, 2012 1:25 am

Oh, and something else I add in mind was to explore the Indigo scattering capabilities to add rocks and boulders at the ground level.

I'll create a thread on virtual landscapes.
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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Fri Jul 27, 2012 1:27 am

CTZn wrote:Oh, and something else I add in mind was to explore the Indigo scattering capabilities to add rocks and boulders at the ground level.

I'll create a thread on virtual landscapes.
Yup, that's what the scattering stuff is for!
I think there are problems with scattering and quads currently, so I don't think it will work currently.

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