Iceberg

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neepneep
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Re: Iceberg

Post by neepneep » Wed Jul 01, 2009 7:23 am

@stur: The outer faces of your water cube look all wonky from the subdiv, what sorted it out for me was use the edge-split modifier on the water cube and gave it an extra two edge loops fairly close to all the faces just to add a bit more weight to those edges. I also think curve threshold was -1.

Heres my last render which I piddled a bit with in photoshop. I also think I missed something when unwrapping the iceberg mesh for for UV because that repeating pattern shouldn't be there.
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iceberg_post.jpg
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Stur
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Re: Iceberg

Post by Stur » Wed Jul 01, 2009 9:35 am

@Polinalkrimizei : thx m8 :) It gives me a bit of courage to try harder. Not this evening unfortunately as I was out, but I'll go on. Concerning the SSS code, Ono wrote he'll have a look. At least concerning the weird pictures I got when my icerberg had SSS too.

@neepneep: I don't understand how curve threshold exactly works, so I put it to 0 and used pixel threshold instead, I set it to 1.
My water cube is now a water cylinder. Just another random test to get rid of these dark areas but with no success.

Your iceberg is better now, white :) Indeed the texture looks a bit tiled, but your water is very clean.
Tip : if you want to get cool caustics, you should set the Max Change value to 0.003 and use a sun for lighting (credit to CoolColJ for this tip).

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Polinalkrimizei
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Re: Iceberg

Post by Polinalkrimizei » Wed Jul 01, 2009 4:57 pm

Stur, perhaps you could cut some loops into your iceberg mesh, so your isl-displacement looks more evenly distributed?
Just guessing don't really know much about it :lol: but could we see a wire render?

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Stur
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Re: Iceberg

Post by Stur » Wed Jul 01, 2009 8:54 pm

:lol:
Well, in fact it was on purpose to have an un-even distribution of the displacement. I draw a "weightmap" directly in Blender, and used it in my isl to modulate the fbm() function (which generates fractal noise).

Here are a few shots of the scene however.
Attachments
icerberg_wireframe.jpg
Wireframe
icerberg_wireframe.jpg (171.9 KiB) Viewed 4537 times
scene_overview.jpg
Scene overview
scene_overview.jpg (90.51 KiB) Viewed 4538 times

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Stur
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Re: Iceberg

Post by Stur » Thu Jul 02, 2009 8:34 pm

Ok, here is the product of the night.
I finally got rid of the black triangles in the water. I made my mesh way more deeper.
I also modified a bit the iceberg displacement but it's still not convincing.

The water is getting better, but there is some strange noise. I think I've put too much SSS, or the image is still not converged. What do you, guys, think about the cause of the white noise in the water ?
Thx.
Attachments
im1246482558.png
The scene.
im1246482558.png (659.46 KiB) Viewed 4488 times
im1246482192.png
The iceberg alone.
im1246482192.png (785.76 KiB) Viewed 4492 times

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CTZn
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Re: Iceberg

Post by CTZn » Fri Jul 03, 2009 2:39 am

What do you, guys, think about the cause of the white noise in the water ?
If the water material has some sss one should get volumetric caustics, no ? So yes that might need more convergence...

Nice and fun ISL use !
obsolete asset

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Polinalkrimizei
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Re: Iceberg

Post by Polinalkrimizei » Fri Jul 03, 2009 3:51 am

Wow Stur you are really getting there...
I personally like the iceberg better now. Some more nights and your image is gonna look like the famous photo! :wink:

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dakiru
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Re: Iceberg

Post by dakiru » Fri Jul 03, 2009 9:48 am

Uuuuh, it looks cold :) And perfect!

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Stur
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Re: Iceberg

Post by Stur » Sat Jul 04, 2009 12:20 pm

Thx guys :)

Personnaly I wasn't satisfied with the iceberg. So I decided to model another. I'm quite happy with the emerged part of the new one, but I don't like the other. So I stopped the render and I'll try to improve the mesh later.
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im1246657404.png
Another iceberg. And camera tonemapping instead of reinhard.
im1246657404.png (753.93 KiB) Viewed 4330 times

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Stur
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Re: Iceberg

Post by Stur » Mon Jul 06, 2009 10:00 pm

Ok, I think I'm done.
I cut the iceberg in two meshes : the emerged one, unsmoothed with a displacement map, and the underwater one, smoothed with a simple fbm() displacement function.
At first I tried to put SSS on the underwater part, but it seems impossible to converge. I even tried to render a tiny picture at 39 000 SPP ! But the icerberg was still far from converged, so I abandon SSS.

Unless someone has a good idea to improve the picture, or some good critics, I'll consider this scene finished and will render a bigger version.
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im1246828115.png
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Zom-B
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Re: Iceberg

Post by Zom-B » Mon Jul 06, 2009 10:10 pm

Stur wrote:Unless someone has a good idea to improve the picture, or some good critics, I'll consider this scene finished and will render a bigger version.
You could wait for 2.0.10, Ono seems to work on SSS:

http://www.indigorenderer.com/forum/vie ... 728#p76728

Anyway, I like your Iceberg the way it is :)
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zeitmeister
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Re: Iceberg

Post by zeitmeister » Mon Jul 06, 2009 10:52 pm

Damn, this result is amazing realistic, Stur!

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WytRaven
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Re: Iceberg

Post by WytRaven » Mon Jul 06, 2009 11:47 pm

zeitmeister wrote:Damn, this result is amazing realistic, Stur!
+1

This is really starting to come together now. The top of that iceberg is pretty much perfect...and that's all I can comment on as I don't think I've ever seen what the rest looks like :lol: Nice!
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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Stur
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Re: Iceberg

Post by Stur » Mon Jul 06, 2009 11:58 pm

WytRaven wrote: The top of that iceberg is pretty much perfect...
The fun part is that it is absolutely accidental ! I spent an hour drawing a displacement map in PS, using photos of real icebergs, but when I rendered, I forgot to change the map in Blendigo. So the map really used was just a weightmap drawn by hand in Blender for a previous ISL test. When I realized that, I did another render with the good map, but the result was far from good, so I went back to the accidental wrong map :lol:
Sometimes I'm just lucky.

Thx for the comments guys :)


@ZomB : yeah I saw this post and I'll definitely give a try with 2.0.10.

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Stur
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Re: Iceberg

Post by Stur » Mon Jul 20, 2009 12:22 am

The icerberg rendered with 2.0.10 (approx 6K spp). The water suddenly looks dark.

A also tried a hires version with 1.1.14, but stopped after 80 hours. Even with way more spp, the picture seemed impossible to converge, I was not able to get as good caustics as I did at 800x600.
Attachments
im1247918731.png
2.0.10
im1247918731.png (615.37 KiB) Viewed 4089 times

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