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August 2012 competition - final renders

Posted: Fri Aug 17, 2012 9:18 pm
by fused
Please post/upload your final competition images here!

For competition discussion please use the main competition thread, thanks.

Re: August 2012 competition - final renders

Posted: Sun Sep 02, 2012 11:14 pm
by Pibuz
Here is my entries. I've rendered only one image, and I present two lighting situations. The image has rendered for around 60hours on an old (but faithful) q6600, 8500x5171 pixels, Supersample=1, 6 light layers, BiDir+MLT mode, no glasses on the windows and Exit Portals on.
The high resolution has been chosen to enhance the small details, and to ensure the possibility of a resizing in the postproduction phase to get rid of the remaining noise. At the end, the PNG images out-of-the-box were about 80MB each. As requested, I post the 2 final images and also the original shots: only postpro over the original shots is size reduction (from 8500 to 2500) and transformation from PNG to JPG.

I keep seeing errors over errors in the final images, but sadly I have no more time for this cool competition, so I wish everybody luck and enjoy my little work!

Re: August 2012 competition - final renders

Posted: Mon Sep 03, 2012 4:05 am
by Oscar J
Outstanding work! :D

Re: August 2012 competition - final renders

Posted: Mon Sep 03, 2012 7:51 pm
by Bosseye
Awesome work Pibuz, really stunning level of texture detail and some gorgeous lighting. Top work.

From the sublime to mine! They're a bit of an amateur pile, but here they are nonetheless. First competition I've entered on here and I wasn't even intending to bother, but I found myself sucked in - once I'd started I got carried away trying to complete something. So, this is my attempt to do something a little different from what I suspected would be a large amount of glorious shiny interiors, largely in part because I can't compete with anyone on here when it comes to renders of glorious shiny interiors ( :lol: ), but mainly because I just love old decaying buildings. My job means I often spend time in derelict structures surveying and I love the dirt, the filth, the lighting and atmosphere, the mysterious things left behind, the strange sense of lives lived and gone in these places, a weight of history and the inexorable passage of time.

You'll have to forgive the errors in the bump map on the plank floor. As noted in the WIP thread its a consequence of cutting irregular faces into a flat plane in Sketchup (for example where I've put the water), has a habit of randomly screwing any bump/displacement maps on the adjacent texture. I suppose if I had time I could smooth them out in Photoshop, but I don't. Until I learn blend maps I'll have to live with it. Just pretend they're where roots have grown and distorted the floor from below :wink:

Like Pibuz, only one view, but with different cameras to give differing atmosphere. Resolution 2500 x 1440 pixels, Env Map lighting on 1 light layer, BiDir+MLT mode, Super sample = 3, no glass on the majority of the windows apart from the main arched one to the right which has some simple 'dirt' textures made in Photoshop, given a low opacity and turned diffuse. Rendered for 65 hours on an Intel Xeon W3530. Probably didn't need that long with only one light source and simple materials, but I left it running over the weekend whilst I was away. No post pro.
IndigoComp2012Final4.jpg
IndigoComp2012Final.jpg
IndigoComp2012FinalBW.jpg

Re: August 2012 competition - final renders

Posted: Tue Sep 04, 2012 11:02 pm
by Pibuz
Don't know if it's my screen but first and third images seem a little too dark here.. That's indeed something which really fits in your theme (!) but still some of your detailing work is lost for sure.. BTW, I really like the concept, although I must say that it is indeed complex, and I think you should have spent more time on this project.

Re: August 2012 competition - final renders

Posted: Wed Sep 05, 2012 12:51 am
by Bosseye
Ah, time. There's never enough of it is there. In this case, I've spent too long on it already - considering I have been extremely busy with work lately its a miracle I got any images to a level of completion for submission.

And agreed, the first image is very dark, deliberately so. On my monitor its not so dark as to obscure everything, although it does hide a fair bit, particularly in the upper corners - but I rather liked the atmosphere in the gloom, hence its inclusion. I guess its all partly subjective at the end of the day.

To be honest, its a very simple scene, done fairly quickly; its not 'best of indigo', but its been fun to produce and if that's all I can take from the competition then I'm still happy.

Re: August 2012 competition - final renders

Posted: Wed Sep 05, 2012 9:31 am
by CTZn
Great entries Pibuz, Bosseye, I like the direction you brought the scene to. Fits perfectly with my reboot of S.T.A.L.K.E.R SOC :mrgreen:

Re: August 2012 competition - final renders

Posted: Wed Sep 05, 2012 7:08 pm
by tar_gniK
Comp entry; Casual Room/Kids Play Area
Polycount: 5,336,457 (3dsMax)

Render settings: BiDir MLT, SuperSample 4
Image settings: Splat (mn_cubic: 0.33, 0.33), Downsize (mn_cubic: 0.5, 0.0)

Rendertime: 34h (4979spp, 200k samples/s)
Light Layers: 4
RAM Usage: 10.6GB

Resolution: 3000x1687 (no resize)
Postpro: Yes (secret!!)

Modelled a few more items and alteration of layout before completion.

--

Edited as per request.

Re: August 2012 competition - final renders

Posted: Wed Sep 05, 2012 7:16 pm
by Pibuz
GREAT! Some more info if you can: render (original) resolution?
number of light layers? modeling package?

The render is quite clean, that is cool! I really like the general feeling and the small details!
I see a diffuse foggy: is that postproduction or it comes directly from the rendering process through sort of a bloom effect?

Re: August 2012 competition - final renders

Posted: Thu Sep 06, 2012 3:38 am
by Mor4us
awsome work tar_gniK, may I ask how you did the lighting and what was your cam response setting?

August 2012 competition - final renders

Posted: Thu Sep 06, 2012 4:52 am
by zeitmeister
Sweet!
I would have reduced the bump of the floor a lot... but very nice and great details!

Re: August 2012 competition - final renders

Posted: Thu Sep 06, 2012 5:08 am
by tar_gniK
Mor4us wrote:awsome work tar_gniK, may I ask how you did the lighting and what was your cam response setting?
Thanks; It was quite straightforward -- hid the windows (as advised in the WIP thread) and used a HDRI map.

The main camera response settings for the render were: apx400CD, with 9300 whitepoint. But I actually blended two separate camera response settings in order to achieve the tone I desired.

Zeit, reducing the bump... hmm, quite subjective, but point taken! :wink:

Re: August 2012 competition - final renders

Posted: Thu Sep 06, 2012 8:41 am
by vl_dm
Hello,

There are great entries allready! Recently I found Indigo and I'm happy working with it.
Sorry for the grainy night image. It renders a little bit slow.
It is done on Indigo 3.2.14-trial version. Rendered for 32-44 hours for the different images with BidirMtl, 220k samples/s, 5 light layers and no postproduction. I hope you will like it.

Re: August 2012 competition - final renders

Posted: Thu Sep 06, 2012 8:50 am
by Prof4D
All regard.Here is my final scene,without post of the processing while one.
Render 40 hours.Rest two tomorrow.
Bidirectional with MLT

Re: August 2012 competition - final renders

Posted: Thu Sep 06, 2012 10:50 am
by adrianozeni
Here goes mine... It's my first render and unfortunately i don't have time to do more things, just with too much work here...
Tell me what you guys think...
Thanks!