CoolColJ's test pics thread

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Caronte
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Post by Caronte » Thu Jun 28, 2007 7:30 am

OnoSendai wrote:sun reflections?
"Microscopic" sun reflections :lol:
Sorry about my poor english ;)

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fused
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Post by fused » Thu Jun 28, 2007 8:45 am

nice tests. like the sss ones.

that one testrender looks extemely familiar... but im pretty sure normal smoothing was deactivated on the cube :)

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CoolColJ
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Post by CoolColJ » Thu Jun 28, 2007 12:13 pm

yeah I guess I can sorta see it now, but it still seems rather strange for sun reflections :lol:


Fused - or you mean normal smoothing was activated.... when I turn it off it goes flat, I noticed this with some other triangulated cubes I had :P

I have a feeling the bigger the scene exported scaling the more bloomy and nice the lighting is. I did a render last night with a much smaller scaling and the lighting didn't bloom at all.... maybe I'm just imagining things? :) :roll:


A scene fit for a king.. this test render should look good when it's done at 2000+ samples and at a bigger res - coming soon 8)
rendering much slower though.....
Hopefully that SSS material I have before will be more reflective and shiny
Attachments
im1182987050.JPG
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CoolColJ
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Post by CoolColJ » Thu Jun 28, 2007 8:04 pm

that last render didn't turn out too well so I scrapped it :(

this one has a kinda interesting material
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CCJ_Outdoor_statue_GreenGlassy.JPG
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ThatDude33
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Post by ThatDude33 » Fri Jun 29, 2007 12:39 am

Cool! Let it render longer :).
Matt B. >>Maya To Indigo<<
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CoolColJ
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Post by CoolColJ » Tue Jul 03, 2007 12:53 pm

ThatDude33 wrote:Cool! Let it render longer :).
unfortunately I deleted that scene :?

But I have a similar one I let render for a good while, 5 hours from memory, it hit over 3000+ samples on MLT Hyrbid mode.
it looks too clean now! The noise seems to act like textures and enhances the realism :o
I see caustics! But it probbably needs more rendering time to fully flesh em out...But I forgot to save the IGI file...!

There is a gold shield, copper spear staff, and silver spearhead using nkdata :)

Used a supersampling value of 4, but still jagged, maybe I need to render in a larger resolution. I have a few other variants of this scene I'm rendering now
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im1183162491.JPG
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CoolColJ
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Post by CoolColJ » Tue Jul 03, 2007 1:05 pm

I have some tetxure issue - I first did a render with a texture, then moved the sun and now the texture doesn't work????
The originally grey box is still brown, but no texture....
the fact it is brown means there is something going on, but not what I wanted :P
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CCJ_TextureIssue.JPG
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CoolColJ
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Post by CoolColJ » Tue Jul 03, 2007 6:32 pm

another variant, your gonna be sick of this scene soon, I have at least one more coming up :P
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CCJ_Indigo1.JPG
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CoolColJ
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Post by CoolColJ » Fri Jul 20, 2007 5:35 pm

re-upping pic! :)

over 24 hours, 9800+ samples :shock: - caustics still not fully smooth yet....
NO supersampling so highlights are jagged

I need a quad core CPU :cry:
Attachments
CCJ_OutDoorStatue1_MLT_BID_9800+samples1.JPG
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Kram1032
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Post by Kram1032 » Fri Jul 20, 2007 10:50 pm

I don't think, caustics really get stronger...

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ThatDude33
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Post by ThatDude33 » Sat Jul 21, 2007 12:30 am

That last one is the best.
Matt B. >>Maya To Indigo<<
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Sebastian
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Post by Sebastian » Sat Jul 21, 2007 2:44 am

over 24 hours, 9800+ samples Shocked - caustics still not fully smooth yet....
Have you try to smooth them with Violett ??

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CoolColJ
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Post by CoolColJ » Sat Jul 21, 2007 9:53 pm

I haven't tried any noise reduction yet, but this is where FryRender's selective area rendering comes in handy! 8)
I would just select the caustic area and let it render till its smooth and then let it finish off the rest of the pic :)

----

anyway I did another render - LOL I used a very low res texture on the building, well I still haven't figured out how to tile textures in Indigo :lol:

It's been going for a while 7+ hours, 1500+ samples - used v0.9 test2, 1 sample every 10secs...and it's faster than V0.8Stable! Need more CPU grunt
Pure MLT mode with 2x supersampling, Mutation chance 0.1, max mutation change = 0.03. I noticed that when mutation chance was 0.4, the interior glass area took much longer to light up
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CCJ_BuildingTest.JPG
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Sebastian
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Post by Sebastian » Sun Jul 22, 2007 12:01 am

anyway I did another render - LOL I used a very low res texture on the building, well I still haven't figured out how to tile textures in Indigo Laughing

what's about UV-Mapping ? ? ?

btw. nice render ^^

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CoolColJ
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Post by CoolColJ » Sun Jul 22, 2007 10:30 pm

umm yeah UV....but I'm lazy right now :p


I have another version of the building render without the textures and with that glass statue in it, coming soon ;)
Looks pretty cool, I added some metallic material to the rails

here is render of a phong high poly bust.
rendered for an hour with MLT mode
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CCJ_BustTest.JPG
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