Simple Renderings Thread
-
- Posts: 156
- Joined: Wed Apr 13, 2011 7:36 pm
- Location: London, UK
- 3D Software: 3ds Max
- Contact:
Re: Simple Renderings Thread
I am working with 3DS Max. Here's another update: the fur is a lot wispier now, this one looks MUCH better.
Converting the Hair and Fur modifier to mesh is tedious though, hence the 7.5M polygon level now...
Converting the Hair and Fur modifier to mesh is tedious though, hence the 7.5M polygon level now...
Last edited by tar_gniK on Fri Feb 03, 2012 7:22 pm, edited 1 time in total.
Re: Simple Renderings Thread
It looks awesome, I know how you feel trying to convert the hair to polys, it is painful lol - Maybe when subpixel is finished the main portion of the indigomax plugin he can try getting native max hair/fur into indigo =Ptar_gniK wrote:I am working with 3DS Max. Here's another update: the fur is a lot wispier now, this one looks MUCH better.
Converting the Hair and Fur modifier to mesh is tedious though, hence the 7.5M polygon level now...
And an old test scene that was floating around lots of different forums.. New sky model
http://img256.imageshack.us/img256/4678 ... ething.png (3840x1080)
-
- Posts: 156
- Joined: Wed Apr 13, 2011 7:36 pm
- Location: London, UK
- 3D Software: 3ds Max
- Contact:
Re: Simple Renderings Thread
Good use of the trusty Greeble plugin, nice.
Regarding IndigoMax, it is about time that MAX got a decent exporter; Indigo being a quality renderer itself deserves it. I will keep following the IndigoMax thread for developments.
Regarding IndigoMax, it is about time that MAX got a decent exporter; Indigo being a quality renderer itself deserves it. I will keep following the IndigoMax thread for developments.
- ninopiamonte
- Posts: 109
- Joined: Thu Dec 01, 2011 10:12 pm
Re: Simple Renderings Thread
Modern Orangey Dining Room > Updated.
Last edited by ninopiamonte on Sun Feb 05, 2012 2:19 am, edited 2 times in total.
-
- Posts: 22
- Joined: Sun Jun 10, 2007 1:35 am
Re: Simple Renderings Thread
Just playing with Blender "Hair" to scatter dupli-grouped clouds and buildings on a displaced sphere. The first "Yellow" picture has multiple atmosphere layers, while the second "Blue" picture has the clouds bigger and only a single atmosphere layer.
Re: Simple Renderings Thread
holy patoly sweetcement, that looks heavy. And thats why I asked some time ago to a similar image from you...
Re: Simple Renderings Thread
@ nino
Very nice. Just needs o "cook" a little longer to remove the noise, which is really killing the floors wood texture.
@sweetcement
Very creative! I bet that rendered for a little eternity!
@ tar_gniK
The bear looks much better now. My 6 year old son liked it so "mission accomplished"
Very nice. Just needs o "cook" a little longer to remove the noise, which is really killing the floors wood texture.
@sweetcement
Very creative! I bet that rendered for a little eternity!
@ tar_gniK
The bear looks much better now. My 6 year old son liked it so "mission accomplished"
- ninopiamonte
- Posts: 109
- Joined: Thu Dec 01, 2011 10:12 pm
Re: Simple Renderings Thread
What do you mean by "cook"?Headroom wrote:@ nino
Very nice. Just needs o "cook" a little longer to remove the noise, which is really killing the floors wood texture.
Btw, maybe I was wrong with using bumps on the floor texture.
Re: Simple Renderings Thread
cook - longer renderingninopiamonte wrote:What do you mean by "cook"?Headroom wrote:@ nino
Very nice. Just needs o "cook" a little longer to remove the noise, which is really killing the floors wood texture.
Btw, maybe I was wrong with using bumps on the floor texture.
-
- Posts: 156
- Joined: Wed Apr 13, 2011 7:36 pm
- Location: London, UK
- 3D Software: 3ds Max
- Contact:
Re: Simple Renderings Thread
@ Headroom: Kids make for great critics, don't they? No holding back!
Re: Simple Renderings Thread
Nice fur + render!tar_gniK wrote:I am working with 3DS Max. Here's another update: the fur is a lot wispier now, this one looks MUCH better.
Converting the Hair and Fur modifier to mesh is tedious though, hence the 7.5M polygon level now...
-
- Posts: 156
- Joined: Wed Apr 13, 2011 7:36 pm
- Location: London, UK
- 3D Software: 3ds Max
- Contact:
Re: Simple Renderings Thread
Hey Ono, thanks for your kind words! That will give me encouragement to continue pushing!!
-
- Posts: 22
- Joined: Sun Jun 10, 2007 1:35 am
Re: Simple Renderings Thread
@ solarray -- image looks heavy...
The image is mostly dupliverted or "dupli-hair'ed" instances of maybe 35 objects -- crude buildings with maybe 50 polygons, space stations kind of the same, and clouds made from icospheres displaced by Blender's "Displace" modifier, scattered around a couple of spheres as "hair." Scene was not really all that much memory in Indigo (or Blender, as long as I tell it to not display more than a tenth or so of the instances). Looks like lots of stuff there, but it's instanced "echoes" so it does not need much memory -- maybe 2 gigs to render, if even that.
Rendered overnight in an i7 with 8 cores, 9 gigs of RAM available -- used straight path tracing, no MLT or bidirectional. Straight path tracing seems to work best with these kind of media scenes.
Also use linear tonemapping, or camera -- Reinhard sometimes leads to problems with scenes like this. And no export of EXR -- that slows it up, too, for some reason.
As an exercise, one can enhance the scene with ISL textures on the clouds, modulating SSS with an fbm function -- not really necessary, and it slows up the render quite a bit when I try it. Or one can model the whole atmosphere, clouds, blue sky and all, as one ISL function -- slow, and only shows colors under bidirectional for some reason, but it works. But the approach used to make these scenes was simpler, and much faster, and good enough.
The image is mostly dupliverted or "dupli-hair'ed" instances of maybe 35 objects -- crude buildings with maybe 50 polygons, space stations kind of the same, and clouds made from icospheres displaced by Blender's "Displace" modifier, scattered around a couple of spheres as "hair." Scene was not really all that much memory in Indigo (or Blender, as long as I tell it to not display more than a tenth or so of the instances). Looks like lots of stuff there, but it's instanced "echoes" so it does not need much memory -- maybe 2 gigs to render, if even that.
Rendered overnight in an i7 with 8 cores, 9 gigs of RAM available -- used straight path tracing, no MLT or bidirectional. Straight path tracing seems to work best with these kind of media scenes.
Also use linear tonemapping, or camera -- Reinhard sometimes leads to problems with scenes like this. And no export of EXR -- that slows it up, too, for some reason.
As an exercise, one can enhance the scene with ISL textures on the clouds, modulating SSS with an fbm function -- not really necessary, and it slows up the render quite a bit when I try it. Or one can model the whole atmosphere, clouds, blue sky and all, as one ISL function -- slow, and only shows colors under bidirectional for some reason, but it works. But the approach used to make these scenes was simpler, and much faster, and good enough.
Re: Simple Renderings Thread
Played with Daz (free) the other day, added max+ivy+indigo
Straight from IndioMax ~60mil polys Slightly edited, high res version. 1920x1080 link: http://fc08.deviantart.net/fs71/f/2012/ ... 4p1gav.png I ended up with a lot of colour variations that I might post eventually. - 1920x1080: http://fc06.deviantart.net/fs70/f/2012/ ... 4p1h9f.png
Straight from IndioMax ~60mil polys Slightly edited, high res version. 1920x1080 link: http://fc08.deviantart.net/fs71/f/2012/ ... 4p1gav.png I ended up with a lot of colour variations that I might post eventually. - 1920x1080: http://fc06.deviantart.net/fs70/f/2012/ ... 4p1h9f.png
Re: Simple Renderings Thread
That is wonderful Enslaver!
Love the greyscale version, very intense!
My girlfriend (photographer) would love that too.. I'll let you know
Love the greyscale version, very intense!
My girlfriend (photographer) would love that too.. I'll let you know
Who is online
Users browsing this forum: No registered users and 29 guests