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Re: kklors render stuff

Posted: Wed Apr 17, 2013 9:28 pm
by lape
bamboo stuff looks great! 8)

Re: kklors render stuff

Posted: Wed Apr 24, 2013 6:14 am
by kklors
Hey thanks everyone for the comments <3

@Ono: Indeed. I actually referenced a lot from images from this forest. Magic place for sure.

@:Stinkie: Thanks dude, I use C4D for pretty much everything. Love your retro, DDR render style by the way o/

@zeitmeister: Thanks! I usually read a lot, both Sci-Fi and Fantasy. Over the past year the only books I've touched though were Software manuals or other technical stuff. Really should stop nerding and get a good book again.


Here's my latest render by the way. Was a mess to work with as it was pretty high poly.

Re: kklors render stuff

Posted: Wed Apr 24, 2013 6:24 am
by Stinkie
Looks cool.
kklors wrote:@:Stinkie: Thanks dude, I use C4D for pretty much everything. Love your retro, DDR render style by the way
Thanks!

Re: kklors render stuff

Posted: Wed Apr 24, 2013 7:25 am
by lape
Sci-Fi Alien like 8)

Re: kklors render stuff

Posted: Wed Apr 24, 2013 9:35 am
by pixie
kklors wrote:Here's my latest render by the way. Was a mess to work with as it was pretty high poly.
Guess that's what 32Gb are for! :D

Re: kklors render stuff

Posted: Fri Apr 26, 2013 10:50 am
by kklors
Haha exactly Pixie. Even the lower poly previz iterations just ate up 10-15GB just in the viewport alone.
But C4D is very specific on viewport speeds anyway.

Re: kklors render stuff

Posted: Mon Apr 29, 2013 8:06 pm
by kklors
I took part in the latest cosmosys exhibition with the title 'Self Portrait'.

http://www.cosmosys.net/exhibitions/11/

Used a similar technique as in the previous weekly work. Also added a wireframe shot to show the freaky mesh.

Re: kklors render stuff

Posted: Tue Apr 30, 2013 1:39 am
by CTZn
I wish you good luck !

To the 3d printer now ! :mrgreen:

Re: kklors render stuff

Posted: Wed May 01, 2013 3:53 am
by OnoSendai
Cool stuff.
I actually prefer the wireframe version :)

Re: kklors render stuff

Posted: Thu May 02, 2013 10:28 pm
by kklors
@CTZn: lol I wanna see that printed too now!

@OnoSendai: Yeah I know what you mean about the wire version, a lot of people liked it more as well. Probably the DOF was a bit too much in the render.

Made a new render. Made use of probably every tool to create in camera volumetric light inside Indigo.
The water is a 150m high cube which has a fog alike sss shader applied to it, also there's a transparent, reflective water surface on top. Used atmospherics and physical cam sim to render that sun trough all of this mess.
Rendered with normal MLT.

Also attaching some light layer combos to show the sun a bit better.

Re: kklors render stuff

Posted: Fri May 03, 2013 5:20 am
by OnoSendai
Cool stuff!
Looks like you're pushing Indigo very hard :)
I'm working on some improvements to bidir which should make it perform better in this kind of participating media environment.

Re: kklors render stuff

Posted: Fri May 03, 2013 7:29 am
by fused
Fantastic! :)

kklors render stuff

Posted: Fri May 03, 2013 8:54 am
by Headroom
Really great stuff here!

Re: kklors render stuff

Posted: Sat May 04, 2013 2:50 am
by Bosseye
Just needs caustics :lol: :wink:

Superb stuff though, love it. I can't even begin to image how you put all these together.

Re: kklors render stuff

Posted: Sun May 05, 2013 1:28 am
by Headroom
If the scene was properly modeled for unbiased rendering - and I believe by kklors explanation it is - the scattering properties (SSS) may eliminate caustics that deep down.