CoolColJ's test pics thread
Ok ok, but sand in suspension IS a highly scattering environment
CoolColJ, you can use obj (or 3ds ?) export to keep the normals right. No way to use the texture for the greeble and smooth it afterwards ?
Or maybe try a very low height for greebles (random height is possible ?) to simulate metal panes, with an homogenous, diffuse shading in order to reveal shapes better... i'm not convinced by the spaceship as is
CoolColJ, you can use obj (or 3ds ?) export to keep the normals right. No way to use the texture for the greeble and smooth it afterwards ?
Or maybe try a very low height for greebles (random height is possible ?) to simulate metal panes, with an homogenous, diffuse shading in order to reveal shapes better... i'm not convinced by the spaceship as is
obsolete asset
Just saw tonight a documentary on sand formation in Africa, from the Cap to west Africa. Mountains get eroded, boulders fall in rivers formed by precipitations, get crushed into small bits, washed in the sea then dried on the coast, then dried so hard that they fly somewhere further.
I give up, to hard to simulate...
How's that greebly spaceship ?
I give up, to hard to simulate...
How's that greebly spaceship ?
obsolete asset
Spaceship will have to wait, since I have a backlog of renders I need to finish and some more tests to do
Damn my new quad core PC can't wait to become a reality!
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just playing around here - I made this periscope "building" with 2 mirrors etc - it works
still rendering, under over 2000+ samples now but I have like 5 images I need to render and with a slow computer, so I decided to post it up anyway, who knows how long it will take to get get clean. I switched from MLT BiDirctional to MLT halfway through, and then remebered the Sun position shifts - ugh, so I need to backtrack and render from the last save.
the periscope body is a diffuse transmitter, which is not what it's made for, but it is interesting to try - that's why you can see the light bleed through under the top mirror
Looks like some caustics have gone through the diffuse transmitter as well onto the floor - which you can see
Ono - possibly some issue with diffuse transmitters, as everytime I use or test them they generate a lot of spots as shown above on the object/material itself
Damn my new quad core PC can't wait to become a reality!
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just playing around here - I made this periscope "building" with 2 mirrors etc - it works
still rendering, under over 2000+ samples now but I have like 5 images I need to render and with a slow computer, so I decided to post it up anyway, who knows how long it will take to get get clean. I switched from MLT BiDirctional to MLT halfway through, and then remebered the Sun position shifts - ugh, so I need to backtrack and render from the last save.
the periscope body is a diffuse transmitter, which is not what it's made for, but it is interesting to try - that's why you can see the light bleed through under the top mirror
Looks like some caustics have gone through the diffuse transmitter as well onto the floor - which you can see
Ono - possibly some issue with diffuse transmitters, as everytime I use or test them they generate a lot of spots as shown above on the object/material itself
- Attachments
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- CCJ_Periscope.jpg (289.23 KiB) Viewed 3918 times
finally got the larger version of that Alien Artifacts scene done, been rendering for ages! MLT mode, 2x Super sampling, with over 7700 samples now.
Reflective surfaces with lots of bump/exponent mapping = noise nightmare!
I can't be bothered letting it go much longer as I'm not seeing much improvement over the last 1000 samples. Plus I have a nicer variant of this scene with water and different colour/material for the green object rendering now
This other render will be done in Bidirectional MLT with 3x Super sampling
pretty much as it came out from Indigo, just some tone mapping, and slight bloom.
Couldn't decide between linear and Reinhard tone mapping for a while, I do like the greater punch of linear even if it does burn out, as Reinhard tends to look flat....
Burn out = more like real photos
Reflective surfaces with lots of bump/exponent mapping = noise nightmare!
I can't be bothered letting it go much longer as I'm not seeing much improvement over the last 1000 samples. Plus I have a nicer variant of this scene with water and different colour/material for the green object rendering now
This other render will be done in Bidirectional MLT with 3x Super sampling
pretty much as it came out from Indigo, just some tone mapping, and slight bloom.
Couldn't decide between linear and Reinhard tone mapping for a while, I do like the greater punch of linear even if it does burn out, as Reinhard tends to look flat....
Burn out = more like real photos
- Attachments
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- CCJ_AlienArtifacts.JPG (184.98 KiB) Viewed 3882 times
Last edited by CoolColJ on Mon Aug 20, 2007 1:02 am, edited 1 time in total.
First try with textured emitters, using some emitting paintings
should look real nice when I get around to doing a larger longer render
works better with linear tone mapping as I can set just the right amount of light power without the Reinhard tone mapping scaling everything up.....
should look real nice when I get around to doing a larger longer render
works better with linear tone mapping as I can set just the right amount of light power without the Reinhard tone mapping scaling everything up.....
- Attachments
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- CCJ_TexturedEmitter_Test.JPG (55.45 KiB) Viewed 3868 times
- deltaepsylon
- Posts: 417
- Joined: Tue Jan 09, 2007 11:50 pm
thank guys
the left painting is the same one here - it's a portrait
http://www.indigorenderer.com/joomla/fo ... 4&start=30
the left painting is the same one here - it's a portrait
http://www.indigorenderer.com/joomla/fo ... 4&start=30
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