kklors render stuff
Re: kklors render stuff
@ Oscar J:
Thanks man!
Do you mean the weekly32 render or just in general? The one above has no NR at all, but generally yes, I often do noise reduction on some renders, especially the MLT ones.
But I think generally it comes from a combination of things, as I'm free enough not to aim for photo realism.
So often shaders got 'wrong' specularity values which are too flat or too shiny, and often very saturated colors.
I also add selective bloom, blurring and overall cc so I guess it sums up to something that looks painterly in the end. But NR certainly helps it.
@ Pibuz:
Thank you! That's good! Big Fallout fan here. Currently working on concepts for a game and trying to have a realistic level of detail which would work out in real time. So if it looks like a game a bit, it's a good sign
@ CTZn:
Pretty much none unfortunately I started using ISL for blending of various materials here and there though.
As much as I love and respect parametric materials and shader stuff, I simply can't get into it for one perspective renderings somehow. For now I rather take a photograph, tile it and adjust it in PS real quick rather than hacking stuff in code : D
Finally caught up with my weekly renderings.
This one is rendered in MLT. As an interesting Indigo side note; I had no real light idea when I started this so I decided to make a render using one of the agressive camera profiles. I chose agfachrome-ctpecisa-200CD and worked with this profile from beginning till end. I had to desaturate pretty much everything including light sources and the materials. But hey a somewhat worthy experiment in the end
Thanks man!
Do you mean the weekly32 render or just in general? The one above has no NR at all, but generally yes, I often do noise reduction on some renders, especially the MLT ones.
But I think generally it comes from a combination of things, as I'm free enough not to aim for photo realism.
So often shaders got 'wrong' specularity values which are too flat or too shiny, and often very saturated colors.
I also add selective bloom, blurring and overall cc so I guess it sums up to something that looks painterly in the end. But NR certainly helps it.
@ Pibuz:
Thank you! That's good! Big Fallout fan here. Currently working on concepts for a game and trying to have a realistic level of detail which would work out in real time. So if it looks like a game a bit, it's a good sign
@ CTZn:
Pretty much none unfortunately I started using ISL for blending of various materials here and there though.
As much as I love and respect parametric materials and shader stuff, I simply can't get into it for one perspective renderings somehow. For now I rather take a photograph, tile it and adjust it in PS real quick rather than hacking stuff in code : D
Finally caught up with my weekly renderings.
This one is rendered in MLT. As an interesting Indigo side note; I had no real light idea when I started this so I decided to make a render using one of the agressive camera profiles. I chose agfachrome-ctpecisa-200CD and worked with this profile from beginning till end. I had to desaturate pretty much everything including light sources and the materials. But hey a somewhat worthy experiment in the end
Re: kklors render stuff
Awesome, great atmosphere.
Re: kklors render stuff
You are doing pretty well. Thanks for the free trips !kklors wrote:For now I rather take a photograph, tile it and adjust it in PS real quick rather than hacking stuff in code : D
obsolete asset
Re: kklors render stuff
Thank you Ono and CTZn, really happy there people out there who dig those!
New one took many tries to get there without a particular reason. Saved some in between renders mid process and made a GIF out of them: http://abload.de/img/compljuzj.gif
New one took many tries to get there without a particular reason. Saved some in between renders mid process and made a GIF out of them: http://abload.de/img/compljuzj.gif
Re: kklors render stuff
Nice
This gives me flashbacks from an chinese oilrig i was once onboard doing a job
This gives me flashbacks from an chinese oilrig i was once onboard doing a job
Re: kklors render stuff
Consider me jealous! I'd love to see China and it's industryscapes.
I'm sure anything oil rigs included are just gigantic over there.
Here's a new one. Generic Sci_Fi floor inspired by Pitch Black and whatnot.
Lots of light fine tuning in this one though.
I'm sure anything oil rigs included are just gigantic over there.
Here's a new one. Generic Sci_Fi floor inspired by Pitch Black and whatnot.
Lots of light fine tuning in this one though.
Re: kklors render stuff
A new one!
Not as much time for Indigo as I'd love to have. Have to finish off some of the many half finished scenes soon.
Not as much time for Indigo as I'd love to have. Have to finish off some of the many half finished scenes soon.
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: kklors render stuff
Wow that's trippy, nice work!
Re: kklors render stuff
Awesome. Has a nice 80's sci-fi feel to it.
Re: kklors render stuff
YES should hire you as their new cover artist
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- Posts: 512
- Joined: Wed May 02, 2007 11:34 am
Re: kklors render stuff
looks really good!
I'm wondering if you could explain the process a little for your rock and mountains, several of your pics have some real epic-feeling landscape.
I'm wondering if you could explain the process a little for your rock and mountains, several of your pics have some real epic-feeling landscape.
Re: kklors render stuff
The rocks do indeed rock!
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