Renders, etc. (dakiru)

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zed_pmd
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Re: Renders, etc. (dakiru)

Post by zed_pmd » Fri Oct 23, 2009 6:16 am

Wow! :D Great depth. It's a Indigo Fog? Once had such an option in maxigo but now it does not exist :(

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dakiru
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Re: Renders, etc. (dakiru)

Post by dakiru » Fri Oct 23, 2009 6:20 am

zed_pmd wrote:Wow! :D Great depth. It's a Indigo Fog? Once had such an option in maxigo but now it does not exist :(
It's water (IOR 1.33) SSS. There is no fog option in blender (sorry, in blendigo) :) SSS 1.5 (+absorb color values) for pool 6.08m x 10.5m x 1.35m.

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zed_pmd
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Re: Renders, etc. (dakiru)

Post by zed_pmd » Fri Oct 23, 2009 6:25 am

Thanks for the tips dakiru ;)

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dakiru
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Re: Renders, etc. (dakiru)

Post by dakiru » Fri Oct 23, 2009 6:25 am

zed_pmd wrote:Thanks for the tips dakiru ;)
Always welcome! :D

edit: this is the exactly mat (except the exact absorb color. I didn't save the scene :mrgreen: )

Code: Select all

<?xml version="1.0" encoding="utf-8"?>

<scenedata>
	<medium>
		<name>water_pool</name>
		<precedence>10</precedence>
		<basic>
			<ior>1.33</ior>
			<cauchy_b_coeff>0</cauchy_b_coeff>
			<absorption_coefficient_spectrum>
				<rgb>
					<rgb>0.399936 0.266697 0.231634</rgb>
					<gamma>2.2</gamma>
				</rgb>
			</absorption_coefficient_spectrum>
			<subsurface_scattering>
				<scattering_coefficient_spectrum>
					<uniform>
						<value>1.5</value>
					</uniform>
				</scattering_coefficient_spectrum>
				<phase_function>
					<uniform/>
				</phase_function>
			</subsurface_scattering>
		</basic>
	</medium>
	<material>
		<name>water_pool</name>
		<specular>
			<transparent>true</transparent>
			<internal_medium_name>water_pool</internal_medium_name>
		</specular>
	</material>

</scenedata>

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CTZn
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Re: Renders, etc. (dakiru)

Post by CTZn » Fri Oct 23, 2009 8:24 am

Thanks for the PM dakiru, now I understand the florescences in the second copper render. I love it.
obsolete asset

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dakiru
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Re: Renders, etc. (dakiru)

Post by dakiru » Sat Oct 24, 2009 3:05 am

CTZn wrote:Thanks for the PM dakiru, now I understand the florescences in the second copper render. I love it.
Not at all!

Final underwater shots with aperture diffraction and different tonemapping settings:
underwater_9500spx_MLT_BiDir_v1.jpg
underwater_9500spx_MLT_BiDir_v1.jpg (316.97 KiB) Viewed 2402 times
underwater_9500spx_MLT_BiDir_v2.jpg
underwater_9500spx_MLT_BiDir_v2.jpg (406.06 KiB) Viewed 2404 times
underwater_9500spx_MLT_BiDir_v3.jpg
underwater_9500spx_MLT_BiDir_v3.jpg (487.92 KiB) Viewed 2404 times

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Doug Armand
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Re: Renders, etc. (dakiru)

Post by Doug Armand » Sat Oct 24, 2009 3:09 am

dakiru wrote:
CTZn wrote:Thanks for the PM dakiru, now I understand the florescences in the second copper render. I love it.
Not at all!

Final underwater shots with aperture diffraction and different tonemapping settings:
underwater_9500spx_MLT_BiDir_v1.jpg
underwater_9500spx_MLT_BiDir_v2.jpg
underwater_9500spx_MLT_BiDir_v3.jpg
These are approaching the stage where I would call them 'beautiful'. Nice work. Damn soon Indigo will be a tool for producing real art at this rate :D
Doug

Doug Armand

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dakiru
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Re: Renders, etc. (dakiru)

Post by dakiru » Sat Oct 24, 2009 3:13 am

Doug Armand wrote:These are approaching the stage where I would call them 'beautiful'. Nice work. Damn soon Indigo will be a tool for producing real art at this rate :D
Thank you, Doug :) I am really amazed by the Indigo quality. It's possible to achieve the one's need in almost any case :o

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Godzilla
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Re: Renders, etc. (dakiru)

Post by Godzilla » Sat Oct 24, 2009 6:48 am

Love the second version, great work.
samlavoie.xyz

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PureSpider
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Re: Renders, etc. (dakiru)

Post by PureSpider » Sat Oct 24, 2009 8:10 am

Are the UVs on your pool walls borked or why are the tiles skewed? :shock:

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dakiru
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Re: Renders, etc. (dakiru)

Post by dakiru » Sat Oct 24, 2009 9:00 am

PureSpider wrote:Are the UVs on your pool walls borked or why are the tiles skewed? :shock:
Yes, you right, they are broken. :lol: But I liked the effect and didn't want to fix it except the floor part. :)

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