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Re: A natural situation

Posted: Sun Jul 26, 2015 12:17 am
by yonosoy
Hi again. An approximation to the earth simulation. No albedo for the earth at the moment. Without noise and strange questions in this example. Clouds are a faked version (difusse blended with null).

Re: A natural situation

Posted: Sun Jul 26, 2015 12:46 am
by Oscar J
Yaaay! You're back! :D

Re: A natural situation

Posted: Mon Jul 27, 2015 10:15 pm
by yonosoy
Hi Oscar, thanks for the warm wellcome!
The only point is that the ocean mesh don´t cover exactly the ocean level (you can see this light blue lines near the coast from the albedo map in some places).
Extremely difficult to do...

Re: A natural situation

Posted: Mon Jul 27, 2015 10:39 pm
by yonosoy
This is an exception for Ono. Atmosphere working with normal speed in bidirectional mode.
Please Ono investigate it.
Don´t know why but works only with the cam inside atmosphere...
Don´t know why it works at all !

Re: A natural situation

Posted: Wed Jul 29, 2015 8:30 am
by yonosoy
A test with bidirectional. 3200 s/px. It seems good but ... only the visible emission (lights) produces the physical aperture difraction: it means that no difraction for reflexions.
With supersample 5 or 6 the fireflies are more or less under control ...
In metropolis bidirectional the difraction is only insinuated.
Is a step for our expectations with this scenes called "natural situations".

Re: A natural situation

Posted: Sun Aug 09, 2015 5:58 am
by yonosoy
Finally the earth simulation fits, and the first attempt with a scatter and models. The population is atm very poor, only an exercise.
A question about the internal scatter of indigo (please). Is there anywhere the code to use it? The complet sintaxis with the reference of the mesh etc...
An another of the material thin doubled sided; the massive use of it slow down dramatically the speed?

Re: A natural situation

Posted: Tue Aug 11, 2015 12:19 am
by OnoSendai
yonosoy wrote: An another of the material thin doubled sided; the massive use of it slow down dramatically the speed?
Nice images!

Double-sided thin material is quite a lot slower to compute than diffuse, yes. it's quite a complex material.

Re: A natural situation

Posted: Tue Aug 11, 2015 12:27 am
by Oscar J
Yes, very nice. The leaves and grass look a bit oversaturated, perhaps less saturated textures would make the rendering speed faster.

Can you tell us a little more about the earth shots? Displacement on the earth surface? Real water? Real clouds or just textures?

Re: A natural situation

Posted: Tue Aug 11, 2015 1:20 am
by yonosoy
Hi Ono. Complex, yes. This scene is nothing without this material... In this moment trying to render 300.000 trees and the speed is the same than with big clouds.
Hi Oscar. My exactly feelings. The transmittance texture is a bit desaturated but this don´t speed up the scene. Also i feel than there is too much color. Firstimer with textures and models believe me...
Is of common use desaturate the textures for indigo? The output seems very stong. We prefer to acquire an indigo output than postpro the image.
For this evening i collect some pics for the process of earth simulation; is a very easy excersice and is very beatiful to work. Yes, ocean volume is water and there is a displacement for earth with a huge amount of polygons. Again in this take fireflies appear massively but with a super sample of 6 all fine (is a very ingenious system, only the apperture diffraction...). This cromatic fireflies involved in the presence of tabulated mediums is a hell.

Re: A natural situation

Posted: Tue Aug 11, 2015 1:26 am
by Oscar J
Yes, my textures are mostly quite desaturated. Also I think Indigo uses SRGB, so make sure you convert your textures to that profile if you want the same look.

With that said, I also feel that the saturation is often exaggarated in Indigo. If you use arroway wood textures for example, you often have to desaturate it by 30 % or more. Would be great to hear a developers take on this. Is Indigo's colour handling completely correct?

Re: A natural situation

Posted: Sun Aug 16, 2015 8:44 am
by yonosoy
Hi.
Sorry Ono, not "ingenious" but clever. This two words has the same root in spanish.
In this image all the textures colors are correct. Maybe the last ones has other space color or something like this.

Re: A natural situation

Posted: Mon Aug 17, 2015 4:49 am
by zeitmeister
Oscar J wrote:With that said, I also feel that the saturation is often exaggarated in Indigo. If you use arroway wood textures for example, you often have to desaturate it by 30 % or more. Would be great to hear a developers take on this. Is Indigo's colour handling completely correct?
Definately +1!


Cheers, zeiti

Re: A natural situation

Posted: Mon Aug 17, 2015 5:53 am
by lycium
yonosoy that looks awesome! Can't wait until games look this good :D

Re: A natural situation

Posted: Mon Aug 17, 2015 7:21 pm
by Juju
yonosoy wrote:Hi.
Sorry Ono, not "ingenious" but clever. This two words has the same root in spanish.
In this image all the textures colors are correct. Maybe the last ones has other space color or something like this.
this looks really good, the tin can and ants could use some refinement though, but the rest is totally convincing

Re: A natural situation

Posted: Mon Aug 17, 2015 8:32 pm
by yonosoy
So many thanks for the replies!
The ants needs more work, not really happy with the result. The thing is to texture it (comes as is without maps).
With an exponent map and a proper absorption layer map for the glossy material things maybe work right.
This is the yesterday shot. About the tin I use a NK for the tin itself (Al is aluminium?) and a blend for the rusty, a phong with a normal map and an exponent of 30. For more over a little excercise of rigging and a crowd attempt could be done.
Any suggestions?