Simple Renderings Thread

Get feedback from others on your works in progress
tar_gniK
Posts: 156
Joined: Wed Apr 13, 2011 7:36 pm
Location: London, UK
3D Software: 3ds Max
Contact:

Re: Simple Renderings Thread

Post by tar_gniK » Fri Feb 03, 2012 11:58 am

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... :evil:
Attachments
Teddy_Bear_Fur_Test-scene_KC2CD_D55_V2.jpg
Last edited by tar_gniK on Fri Feb 03, 2012 7:22 pm, edited 1 time in total.

User avatar
ENSLAVER
Posts: 399
Joined: Tue Feb 20, 2007 1:49 am

Re: Simple Renderings Thread

Post by ENSLAVER » Fri Feb 03, 2012 12:25 pm

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... :evil:
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 =P

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)
Attachments
greeblething1.jpg

tar_gniK
Posts: 156
Joined: Wed Apr 13, 2011 7:36 pm
Location: London, UK
3D Software: 3ds Max
Contact:

Re: Simple Renderings Thread

Post by tar_gniK » Fri Feb 03, 2012 7:24 pm

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.

User avatar
ninopiamonte
Posts: 109
Joined: Thu Dec 01, 2011 10:12 pm

Re: Simple Renderings Thread

Post by ninopiamonte » Sat Feb 04, 2012 9:58 pm

Modern Orangey Dining Room > Updated.
Attachments
interior1.jpg
interior2.1.jpg
Last edited by ninopiamonte on Sun Feb 05, 2012 2:19 am, edited 2 times in total.

sweetcement
Posts: 22
Joined: Sun Jun 10, 2007 1:35 am

Re: Simple Renderings Thread

Post by sweetcement » Sat Feb 04, 2012 11:23 pm

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.
Attachments
Paintcity1g-IN.Scene.-0006.jpg
Paintcity1e-IN.Scene.-0006.jpg

User avatar
solarray
1st Place Winner
Posts: 110
Joined: Mon Apr 20, 2009 3:22 am
Contact:

Re: Simple Renderings Thread

Post by solarray » Sun Feb 05, 2012 1:45 am

holy patoly sweetcement, that looks heavy. And thats why I asked some time ago to a similar image from you...

User avatar
Headroom
Indigo 100
Posts: 1058
Joined: Wed Aug 08, 2007 1:07 pm
Location: Spartanburg, SC, USA
Contact:

Re: Simple Renderings Thread

Post by Headroom » Sun Feb 05, 2012 1:58 am

@ 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" :lol:

User avatar
ninopiamonte
Posts: 109
Joined: Thu Dec 01, 2011 10:12 pm

Re: Simple Renderings Thread

Post by ninopiamonte » Sun Feb 05, 2012 2:35 am

Headroom wrote:@ nino
Very nice. Just needs o "cook" a little longer to remove the noise, which is really killing the floors wood texture.
What do you mean by "cook"?
Btw, maybe I was wrong with using bumps on the floor texture.

User avatar
dcm
Posts: 663
Joined: Sun Jan 03, 2010 1:55 am

Re: Simple Renderings Thread

Post by dcm » Sun Feb 05, 2012 2:48 am

ninopiamonte wrote:
Headroom wrote:@ nino
Very nice. Just needs o "cook" a little longer to remove the noise, which is really killing the floors wood texture.
What do you mean by "cook"?
Btw, maybe I was wrong with using bumps on the floor texture.
cook - longer rendering

tar_gniK
Posts: 156
Joined: Wed Apr 13, 2011 7:36 pm
Location: London, UK
3D Software: 3ds Max
Contact:

Re: Simple Renderings Thread

Post by tar_gniK » Sun Feb 05, 2012 5:42 am

@ Headroom: Kids make for great critics, don't they? No holding back! :P

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Simple Renderings Thread

Post by OnoSendai » Sun Feb 05, 2012 5:59 am

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... :evil:
Nice fur + render!

tar_gniK
Posts: 156
Joined: Wed Apr 13, 2011 7:36 pm
Location: London, UK
3D Software: 3ds Max
Contact:

Re: Simple Renderings Thread

Post by tar_gniK » Sun Feb 05, 2012 10:11 am

Hey Ono, thanks for your kind words! That will give me encouragement to continue pushing!!

sweetcement
Posts: 22
Joined: Sun Jun 10, 2007 1:35 am

Re: Simple Renderings Thread

Post by sweetcement » Sun Feb 05, 2012 11:55 pm

@ 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.

User avatar
ENSLAVER
Posts: 399
Joined: Tue Feb 20, 2007 1:49 am

Re: Simple Renderings Thread

Post by ENSLAVER » Thu Feb 09, 2012 12:55 am

Played with Daz (free) the other day, added max+ivy+indigo :D

Straight from IndioMax ~60mil polys
peoplething.jpg
Slightly edited, high res version. 1920x1080 link: http://fc08.deviantart.net/fs71/f/2012/ ... 4p1gav.png
decay.jpg
I ended up with a lot of colour variations that I might post eventually. - 1920x1080: http://fc06.deviantart.net/fs70/f/2012/ ... 4p1h9f.png
peoplething12e6y3523453.jpg

User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: Simple Renderings Thread

Post by Pibuz » Thu Feb 09, 2012 1:01 am

That is wonderful Enslaver!
Love the greyscale version, very intense!

My girlfriend (photographer) would love that too.. I'll let you know :wink: :lol:

Post Reply
4421 posts

Who is online

Users browsing this forum: No registered users and 29 guests