Indigo 3.6 Release Competition - Finals

Discussion forum for the bi-monthly Indigo Competition.
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fused
Developer
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Location: Berlin, Germany
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Indigo 3.6 Release Competition - Finals

Post by fused » Thu Nov 14, 2013 4:32 am

Post your final renderings here.

Please keep the discussion on a minimum in this topic. For WIPs and discussion, either use the competition thread or make a new thread in the "Indigo Competition" forum.

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Oscar J
1st Place Winner
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Location: Gothenburg, Sweden
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Re: Indigo 3.6 Release Competition - Finals

Post by Oscar J » Mon Dec 09, 2013 3:49 am

I'm thrilled to participate in this contest, and to show what Indigo has become capable of since the previous release. The new features introduced in Indigo v. 3.6 are immensely helpful in the automotive visualisation field, which made me decide to focus on just that. The render time was about 20 hours/image on my old C2D, which was hardly enough, but I hope you like them anyway:
Viper - morning sun BIG.jpg
Viper studio full BIG.jpg
Viper closeup BIG.jpg
The HDRI render was made to really show off the power of the new shadow catcher pass. It allows the user to seamlessly integrate a 3D object into any 2D image with realistic results. It's also very flexible - a separate pass for the shadows gives you the possibility to tweak the shadow to perfection in PS. Other new features used in this render are the new foreground alpha rendering option, allowing PNG export of semi transparent windows, and coating materials for the car paint.

Raw Indigo output (car + shadows):
Raw HDRI.jpg
In the studio shot of the full car, my main goal was to showcase the hidden lights feature, allowing light placement that wouldn't be possible in a real studio. I also used the shadow and alpha passes, making it easy to create a perfectly smooth studio backdrop in a post production software.

Raw Indigo output:
Raw full.png
Blender scene (showing the hidden lights):
Blender scene studio.png
With the headlight closeup, I tried to spotlight my car paint that was made using the new coating material option. It's a great new feature that makes creating and tweaking layered car paints like this a piece of cake.

Raw render:
Skärmavbild 2013-12-08 kl. 16.40.48.jpg
I've learnt a lot from taking part in this contest. Hope you enjoy what I managed to do - and good luck to all other contestants!

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lape
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Re: Indigo 3.6 Release Competition - Finals

Post by lape » Mon Dec 09, 2013 8:28 am

Here is my entry.

Working as an architect, the most important improvement of Indigo 3.6 are the new compositing features, shadow-catcher and alpha output. Despite of this, I did not choose an architectural scene, but a nature scene, because I also wanted to test the new double-sided thin material.
dragonfly.jpg
photo.jpg
render.jpg
shadows.jpg
model.jpg
For my scene I took a photo in our garden, just some planks on our terrace. At the same time, I made seven shots with my tripod and a multirow-head to create a 360° hdri panorama. Using SkIndigo, I added this panorama as environment map + sun for lighting my scene.

Rendertime was about 6 hours with an i7-3770k, render method bidirectional with MLT. Postprocess was used to adjust colors, exposure, saturation, and slightly corrections of shadows.

I hope you enjoy my work and good luck to all!
24 hours isn't enough
http://www.werkraum3d.com

fourzeronine
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Re: Indigo 3.6 Release Competition - Finals

Post by fourzeronine » Fri Dec 13, 2013 12:39 pm

Here is my entry. :D
Attachments
clay_scene_001.jpg

vl_dm
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Joined: Tue Nov 15, 2011 8:06 pm
Location: Bulgaria

Re: Indigo 3.6 Release Competition - Finals

Post by vl_dm » Fri Dec 27, 2013 7:27 am

Hello, here is my entry.
Attachments
Sunflower 1.jpg
Sunflower 2.jpg
Sunflower Indigo-1.jpg
Sunflower Indigo-2.jpg

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lape
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Re: Indigo 3.6 Release Competition - Finals

Post by lape » Sat Jan 25, 2014 8:15 am

And here is my second and third entry for this competition.

Again I used the new compositing features, shadow-catcher and alpha output. For some parts of the model I tried the new coating material. Backplates and HDRIs are from Dosch. The model I found at Turbosquid, it is a remake of the bubbleship from the movie "Oblivion" (really like this movie and its design).

Postprocess was used to adjust colors, exposure, saturation, and slightly corrections of shadows.

I'm looking forward for the judge of the jury!
Cheers, Lars
saltlake final.jpg
saltlake render.jpg
saltlake shadows.jpg
atacama final.jpg
atacama render.jpg
atacama shadows.jpg
24 hours isn't enough
http://www.werkraum3d.com

vl_dm
Posts: 53
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Location: Bulgaria

Re: Indigo 3.6 Release Competition - Finals

Post by vl_dm » Wed Jan 29, 2014 5:54 am

Hello,

I love Indigo :) I like the beautifull mountain I was waching before on greetingcards. And I want to apologise for the different scenes!
Attachments
BMW Vision Indigo copy.jpg

JonasW
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Joined: Wed Nov 25, 2009 8:49 am

Re: Indigo 3.6 Release Competition - Finals

Post by JonasW » Thu Jan 30, 2014 6:40 am

Hey,
here is my entry for the competition. :)
I used the double sided thin material for the leaves of the abstract "bioluminescent" tree.
Attachments
Bioluminescence_original.jpg
Raw image from Indigo
Bioluminescence.jpg
Image with post processing

ptmaster
Posts: 1
Joined: Thu Jan 30, 2014 6:08 pm

Re: Indigo 3.6 Release Competition - Finals

Post by ptmaster » Thu Jan 30, 2014 6:35 pm

Hello,

The Indigo is the best render! !Cheer!!
I hope the next version will give a shadow receiver function for WYSWYG,not a shadow layer. ^0^
So we can work inside the C4D.

Best wishes
Image

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bubs
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Re: Indigo 3.6 Release Competition - Finals

Post by bubs » Fri Jan 31, 2014 2:38 am

The only thing I really use Indigo for is Archviz, so by far and away the new features that have been most useful to me personally have been the Material ID & Depth passes.

The depth pass allows me to apply DOF in post production to whatever focal length and strength I want. This has saved a lot of trial and error renders!

The Material ID allows me to accurately pick out individual materials in post production quickly & easily, giving me the confidence that changes made will look good. Previously if one tricky material turned out unexpectedly, a re-render was often required.

Glare Team keep up the great work!

Good luck everyone!
Attachments
Rockmount Final.jpg
'Rockmount' House by ShedKM Architects
Rockmount Original.jpg
Rockmount ID.jpg
Rockmount Depth.jpg
Lake Final.jpg
House on a lake, personal work
Lake Original.jpg
Lake ID.jpg
Lake depth.jpg
Mt Anville Final.jpg
House on Mt. Anville, Dublin by Aughey O'Flaherty Architects
Mt Anville Original.jpg
Mt Anville ID.jpg
Mt Anville Depth.jpg

Mor4us
3rd Place Winner
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Re: Indigo 3.6 Release Competition - Finals

Post by Mor4us » Fri Jan 31, 2014 9:44 pm

Unfortunately I had to skip further work on this competition because my Workstation crashed,
so I concentrated on PostPro and here's what i got ;)
Hope you like it though.

Best regards and good look to all competitors!
Attachments
final_raw.jpg
final_comp.jpg
C4D R20 Studio
mad-imagery.com

Nikolaj Knudsen
Posts: 56
Joined: Fri Aug 12, 2011 12:48 am

Re: Indigo 3.6 Release Competition - Finals

Post by Nikolaj Knudsen » Sat Feb 01, 2014 8:52 am

Hi all

Here’s my entry for the competition.

Cheers
Nik
Attachments
bot_01.jpg
Final image after post process
bot.png
shadow.png
bot2.jpg
Final image after post process
bot2a.png

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Sroka8888
2nd Place Winner
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Re: Indigo 3.6 Release Competition - Finals

Post by Sroka8888 » Sat Feb 01, 2014 10:21 am

Hi,

Date: In Poland Thursday 31 January 23:21 ( I write this because on forum i see Sat Feb 01, 2014 10:21 ) but this must mean that forum server must be located in New Zealand :)

New features in Indigo 3.6 which I used for this Competition:

- Added support for RGBE (.hrd) format.
- Added new Coating material type.
- Added new Double-sided thin material type.
- Added/resurrected Fresnel scale parameter to Phong material.
- Added invisible to camera option to models ( Hiding objects from view )
- Improved 3ds Max integration ( IndigoMax )
Attachments
2200x-1 (0;00;00;00)1_NOISE (0;00;00;00).jpg
New features use in this render:
- Added support for RGBE (.hrd) format
- Added new Double-sided thin material type.
- Added/resurrected Fresnel scale parameter to Phong material.
- Added invisible to camera option to models ( Hiding objects from view )
- Improved 3ds Max integration ( IndigoMax )

Light - .hdr , Double-sided thin material use for all grass, flowers... objects.
Use all settings Double-sided thin material ( IOR, r_f, Transmittance, Front and Back Fresnel scale, Front and Back Roughness ) + Front and Back material - Phong ( IOR, Exponent, Fresnel scale ).
The trunk hide from scene using invisible to camera option.
All settings set in 3ds max use Indigo Max ( Materials, Light, Objects settings, Render settings ) all test renders render in Regular mode IndigoMax, Final render using Export mode to export scene to Indigo.
2200x-1.jpg
Original Render
Car_IND_2_coating_mat 1,30min (0;00;00;00) (0;00;00;00) (0;00;00;00)1.jpg
New features use in this render:
- Added support for RGBE (.hrd) format
- Added new Coating material type
- Improved 3ds Max integration ( IndigoMax )

Light - .hdr + 8 Indigo Emiters, Coating material use to all metal surface ( carpaint, rims ...)
Carpaint - Coating ( IOR 1.6 Roughness 0.1 ) + phong ( white 220, IOR 1.6 , Exponent 5000 )
Rims - Coating ( IOR 1.8 Roughness 0.1 ) + phong ( black 0, IOR 1.8 , Exponent 5000 )
All settings set in 3ds max use Indigo Max ( Materials, Light, Objects settings, Render settings ) all test renders render in Regular mode IndigoMax, Final render using Export mode to export scene to Indigo.
Car_IND_2_coating_mat 1,30min.jpg
Original Render
Cola_ICE-1 (0;00;00;00) (0;00;00;00).jpg
New features use in this render:
- Added support for RGBE (.hrd) format
- Added new Coating material type
- Added invisible to camera option to models ( Hiding objects from view )
- Improved 3ds Max integration ( IndigoMax )

Light - .hdr + 6 Indigo Emiters ( Emiters Hiding from view use Invisible to camera option )
Coating material type use on background to create shininess on black surfaces.
All settings set in 3ds max use Indigo Max ( Materials, Light, Objects settings, Render settings ) all test renders render in Regular mode IndigoMax, Final render using Export mode to export scene to Indigo.
Cola_2_ICE_2.jpg
Original Render
sf.jpg
Scene ( 3ds Max )
- Hiding objects from view
Don't look to the top left corner :D
1.jpg
Scene ( 3ds Max )
- Hiding objects from view
Last edited by Sroka8888 on Sat Feb 01, 2014 10:44 am, edited 3 times in total.
Mateusz Sroka
Platige Image - Lighting / Shading / Look Development Artist, Environment Artist

burnin
Posts: 150
Joined: Tue May 04, 2010 2:53 pm

Re: Indigo 3.6 Release Competition - Finals

Post by burnin » Sat Feb 01, 2014 10:33 am

Long time no use, but here's my test-try... on materials
Coating on copper - house
coating on exhaust - moto
double-sided thin - apple tree leaves

No post. Camera FCICD.

Thanks and great you all...
Attachments
ZpN4 (PT+) FCICD.jpg
Last edited by burnin on Sat Feb 01, 2014 2:28 pm, edited 2 times in total.

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aleksandera
Posts: 380
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Location: Slovenia

Re: Indigo 3.6 Release Competition - Finals

Post by aleksandera » Sat Feb 01, 2014 11:53 am

Guess I'm late. Cud work for another two months on this. :cry:
It is Jeremy Geddes (Australian painter) fan art.
Hope you like it. Keep up the good job with Indigo! :)

Regards,
Aleksander
Attachments
THE_COSMONAUT_FINAL.jpg

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