Thanks to you, Polinalkrimizei , Zeitmeister.
I hope you can use it for good!
Ciao.
Search found 291 matches
- Thu Aug 01, 2013 9:07 pm
- Forum: Works in Progress
- Topic: ISL XPeriments
- Replies: 75
- Views: 62094
- Thu Aug 01, 2013 9:04 pm
- Forum: Bugs and Requests
- Topic: sunsky interface layout suggestion
- Replies: 9
- Views: 6009
Re: sunsky interface layout suggestion
+1
Very intuitive Sun+Sky GUI settings, Zeitmeister.
Very intuitive Sun+Sky GUI settings, Zeitmeister.
- Wed Jul 31, 2013 6:01 pm
- Forum: Works in Progress
- Topic: ISL XPeriments
- Replies: 75
- Views: 62094
Re: ISL XPeriments
Glad you like it, Zeitmeister, thanks!
- Mon Jul 29, 2013 8:48 am
- Forum: Finished Artwork
- Topic: Some renderings
- Replies: 24
- Views: 40500
Re: Some renderings
Good tip, CTZn, thanks!
- Mon Jul 29, 2013 6:05 am
- Forum: Finished Artwork
- Topic: Some renderings
- Replies: 24
- Views: 40500
Re: Some renderings
Hi Mor4us. I've use 15000 clones in this scene. As long as you use render instances to replicate the plants, I think you should have short exporting times. For producing grass in Cinema4D, it's better to use Mograph or other similar software (like SurfaceSpread) with render instances, instead of the...
- Sun Jul 28, 2013 10:26 pm
- Forum: Finished Artwork
- Topic: Some renderings
- Replies: 24
- Views: 40500
Re: Some renderings
Thanks, Oscar!
- Sun Jul 28, 2013 10:16 pm
- Forum: Finished Artwork
- Topic: Some renderings
- Replies: 24
- Views: 40500
Re: Some renderings
Some rendered grass. I have been playing with the SurfaceSpread plugin in Cinema4D. Scene setup was fast, and the grass plants was rendered as instances. SurfaceSpread allows to scale and rotate the clones in a selectable random way. I enjoyed the very fast scene export from Cinema, and the almost i...
- Sat Jul 27, 2013 8:42 pm
- Forum: Works in Progress
- Topic: ISL XPeriments
- Replies: 75
- Views: 62094
Re: ISL XPeriments
Hi.
The emitter material put to test.
As you can see, the effect is subtle but noticeable: neon tubes looks solid, instead of flat.
Scene rendered with camera tone mapping.
Ciao.
The emitter material put to test.
As you can see, the effect is subtle but noticeable: neon tubes looks solid, instead of flat.
Scene rendered with camera tone mapping.
Ciao.
- Thu Jul 25, 2013 8:33 am
- Forum: Works in Progress
- Topic: ISL XPeriments
- Replies: 75
- Views: 62094
Re: ISL XPeriments
Hi Oscar.
I hope these effects could be preserved with camera tone mapping, the pity isI have only a portable computer at hand now, so I can't do the tests I would like.
But after all, you can always use an HDR image procedure: 3 to 5 exposures and compositing with a suitable software.
Ciao.
I hope these effects could be preserved with camera tone mapping, the pity isI have only a portable computer at hand now, so I can't do the tests I would like.
But after all, you can always use an HDR image procedure: 3 to 5 exposures and compositing with a suitable software.
Ciao.
- Thu Jul 25, 2013 8:25 am
- Forum: Works in Progress
- Topic: ISL XPeriments
- Replies: 75
- Views: 62094
Re: ISL XPeriments
Hi Ono.
This material is based on an old shader trick, nothing more. A fresnel-like effect to modulate the surface colour (emitting colour in this case) depending on incidence of the ray hitting the surface.
I don't like the tipical flat look of 3d surface emitters, thats all.
Thanks.
This material is based on an old shader trick, nothing more. A fresnel-like effect to modulate the surface colour (emitting colour in this case) depending on incidence of the ray hitting the surface.
I don't like the tipical flat look of 3d surface emitters, thats all.
Thanks.
- Thu Jul 25, 2013 7:57 am
- Forum: Works in Progress
- Topic: ISL XPeriments
- Replies: 75
- Views: 62094
Re: ISL XPeriments
Hi CTZn! With the last version of the material, you can achieve the same look of the first version: simply choose a dark gray for the edge and white for the center. I suppose the light color spreading are changed, but in a scene like the twiligth lighted exterior of Pibuz last renderings, I think th...
- Thu Jul 25, 2013 7:23 am
- Forum: Works in Progress
- Topic: ISL XPeriments
- Replies: 75
- Views: 62094
Re: ISL XPeriments
Hi again.
New version of the emitter surface (v 1.5), adds two colour parameters to control the overall look, now you can achieve more natural results.
Ciao.
New version of the emitter surface (v 1.5), adds two colour parameters to control the overall look, now you can achieve more natural results.
Ciao.
- Thu Jul 25, 2013 12:13 am
- Forum: Works in Progress
- Topic: "Advanced" WIPs
- Replies: 169
- Views: 325603
Re: "Advanced" WIPs
Hi Pibuz.
Beautiful renders as usual, real good looking architecturals and decoration.
Some suggestions: try this material for the big light emitters in your exterior renderings:
http://www.indigorenderer.com/materials/materials/1190
Ciao.
Beautiful renders as usual, real good looking architecturals and decoration.
Some suggestions: try this material for the big light emitters in your exterior renderings:
http://www.indigorenderer.com/materials/materials/1190
Ciao.
- Thu Jul 25, 2013 12:09 am
- Forum: Works in Progress
- Topic: ISL XPeriments
- Replies: 75
- Views: 62094
Re: ISL XPeriments
Hi all. Here´s a material with a very small ISL contribution: an emitting material with some "volume", adequate for using with 3D (non planar) illuminating surfaces. Problem is that 3D illuminating objects appears flat in renderings, with this small ISL cheat on the emission channel, we get a fresne...
- Wed Jul 24, 2013 12:55 am
- Forum: Finished Artwork
- Topic: Some renderings
- Replies: 24
- Views: 40500
Re: Some renderings
Thanks Pibuz! This pic was somewhat hard to render, due to the high number of holes in the dome structure (no glass). I tried with a spherical exit portal but the result was the same that without it. So rendering time was about 16 hours in MLT bidir (pathtracing bidir produced a lot of noise, in 2-3...