Indigo 1.0.4
ok just for general interest here is a dof series just to show it works.. and with a world scale factor
bear in mind my blendigo is slightly different from the official one and shows a bit stronger blur
the focus point is the staple bending 'anvil' of the light grey one
...and yes I didnt render these very long, sorry...
the +- numbers are the calculated dof
you can see at close up distances even high fstop like f/44 numbers dont give that much dof - this is 35mm lens
maybe that helps someone
bear in mind my blendigo is slightly different from the official one and shows a bit stronger blur
the focus point is the staple bending 'anvil' of the light grey one
...and yes I didnt render these very long, sorry...
the +- numbers are the calculated dof
you can see at close up distances even high fstop like f/44 numbers dont give that much dof - this is 35mm lens
maybe that helps someone
- Attachments
-
- focus series.jpg (542.07 KiB) Viewed 4733 times
I've made a bedroom with Indigo 1.0.4 using an Exit Portal. It didn't worked for a long long time so I'm real happy with the result. So much quicker! Also used a diffuse transmitter material (using a blend material) for the first time. Is it possible to get more accurate shadow results using it? Now it's a perfect shadow in stead of like rimpled semi-shadows, see what I mean?
Click image to see a breakdown.
It's a nice hour render btw.
Click image to see a breakdown.
It's a nice hour render btw.
Sander "Roger" Wit
The Netherlands
The Netherlands
Thanks for the reply Kram, but I don't get that to work.
This is what I got. Am I doing it wrong?
----EDIT----
Never mind, I read the grass tutorial and saw I needed the Null material in stead of a transparant ior1 specular material. This is what I got. Pretty neat though you can see right through now, with curtains you can't, you can just see the shadows that fall on it from the other side.
Done with the checkers image. In top with low frequency tile, in bottom pretty high freq tile.
Code: Select all
<material>
<name>ondoorzicht</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>1 1 1</rgb>
<gamma>2.2</gamma>
</rgb></albedo_spectrum>
</diffuse>
</material>
<medium>
<name>doorzicht</name>
<precedence>10</precedence>
<basic>
<ior>1</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>0 0 0</rgb>
<gamma>2.2</gamma>
</rgb>
</absorption_coefficient_spectrum>
</basic>
</medium>
<material>
<name>doorzicht</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>doorzicht</internal_medium_name>
</specular>
</material>
<material>
<name>gordijn</name>
<blend>
<a_name>doorzicht</a_name>
<b_name>ondoorzicht</b_name>
<blend_factor>0.75</blend_factor>
<blend_map>
<path>01.jpg</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>1</b>
<c>0</c>
</blend_map>
</blend>
</material>
----EDIT----
Never mind, I read the grass tutorial and saw I needed the Null material in stead of a transparant ior1 specular material. This is what I got. Pretty neat though you can see right through now, with curtains you can't, you can just see the shadows that fall on it from the other side.
Done with the checkers image. In top with low frequency tile, in bottom pretty high freq tile.
Sander "Roger" Wit
The Netherlands
The Netherlands
I think, it'd get too transparent, then, BbB...
It already is quite transparent like that.. under circumstances, you'd need even less black parts, if you want to simulate a thicker curtain...
also a way to simulate further (though, in this case, for more transparency) would be a triple blend:
It already is quite transparent like that.. under circumstances, you'd need even less black parts, if you want to simulate a thicker curtain...
also a way to simulate further (though, in this case, for more transparency) would be a triple blend:
- diffuse
+ - diffuse transmitter
___________________
+ - NULL - with this alphamap
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