Simple Renderings Thread
- arc en ciel
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Re: Simple Renderings Thread
kodakchrome 64 tone mapped
- Oscar J
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Re: Simple Renderings Thread
Hehe cool, nice caustics! Needs to cook for a little longer though, also I believe that second pic isn't in full size?
- arc en ciel
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Re: Simple Renderings Thread
image updated for ray version : logo look better
gpu rendering
kodakchrome 64 and 25 tonemapped
Zbrush and fibermesh test
gpu rendering
kodakchrome 64 and 25 tonemapped
Zbrush and fibermesh test
- arc en ciel
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Re: Simple Renderings Thread
hello
playing with sloppy coating ISL, I found a way to have a result like AO effect or solarize in a certain way
I try the code in exponent when coupled with phong, in sigma when coating is coupled with oren nayar
Original code by fused
playing with sloppy coating ISL, I found a way to have a result like AO effect or solarize in a certain way
I try the code in exponent when coupled with phong, in sigma when coating is coupled with oren nayar
Code: Select all
def eval(vec3 pos) real :
let
c = clamp(meanCurvature(), 0, 1000)
z = normalWS().z * 0.15
z2 = z * z
in
if (z > 0, z, z2) * (noise01(pos))+ (c * (0.5/512))
- Attachments
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- solarizeMetalExponent.igm
- (2.54 KiB) Downloaded 195 times
- pixie
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Re: Simple Renderings Thread
it remind me of a kind of puppets we used to make with paper!.arc en ciel wrote:image updated for ray version : logo look better
gpu rendering
kodakchrome 64 and 25 tonemapped
Zbrush and fibermesh test
- pixie
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Re: Simple Renderings Thread
A few experiments with Mossy Rock and also Snowy Rock although not shown, from Weathered by time - damaged by water - procedural only by arc en ciel. I liked a lot his own results, so I tried something akin to it. ISL is amazing!!!
Re: Simple Renderings Thread
del
Last edited by Zalevskiy on Fri May 28, 2021 5:18 pm, edited 2 times in total.
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Simple Renderings Thread
yo,
I rendered some images for a rendering engine comparison on the site : http://frenchcinema4d.fr/
the scenes were provided
I rendered some images for a rendering engine comparison on the site : http://frenchcinema4d.fr/
the scenes were provided
-
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Re: Simple Renderings Thread
first time adding something to this epic thread!
I started this as a trial for this quartz material, then realized the effect had a lot to do with how the object was modeled, so that became a whole different set of things to work out. it took a long time to clear up, but the result is not bad!
I started this as a trial for this quartz material, then realized the effect had a lot to do with how the object was modeled, so that became a whole different set of things to work out. it took a long time to clear up, but the result is not bad!
Re: Simple Renderings Thread
wow amazing, how did you do it?
-
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Re: Simple Renderings Thread
the material is just glossy transparent, with fbm noise controlling the roughness and absorption layer color. the bump is ISL noise too. but I had to "crack" the shard in order for the bottom section to get interesting. so I made a rough-looking plane in blender and gave a it a tiny amount of thickness, then used it to do a difference boolean on the shard a bunch of times. so it went from a very simple model to a pretty complex one real quick.
- Originalplan®
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Re: Simple Renderings Thread
So cool!Good work!FakeShamus wrote:first time adding something to this epic thread!
I started this as a trial for this quartz material, then realized the effect had a lot to do with how the object was modeled, so that became a whole different set of things to work out. it took a long time to clear up, but the result is not bad!
- arc en ciel
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Re: Simple Renderings Thread
SmashingFakeShamus wrote:... from a very simple model to a pretty complex one real quick.
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Simple Renderings Thread
a car painted with ISL, a coating with phong in substrate using cartoon contour code mixed with noise in Color channel, (clouds by CTzN), 2 scatters
Code: Select all
def eval(vec3 pos) vec3 :
let
line = (minCosTheta() < 0.015) || (meanCurvature()< - (pi() * 9.0))
in
vec3(
noise(meanCurvature() * 0.7),
fbm(meanCurvature() * 0.005,5),
noise(meanCurvature() * 0.003)
)
+
vec3(line ? noise01(0.001) : noise(0.05))
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