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Posted: Sun Aug 05, 2007 9:54 am
by CoolColJ
deltaepsylon wrote: looks like you are having loads of fun with indigo
EDIT: w00t, my hundredth post
well it would be even more "fun" with my new planned silent quad core uber machine based in an Antec P182 case
Then I can relegate this semi-quiet P4 Antec Sonata based machine as a network slave - swap back my silent Zalman heatpiped Radeon 9800 into it, and sell it's current noisier Gainward AGP 7900GT, plus replace the case fan and power supply with a quiet S-flex 120mm fan and Corsair HX-520 respectively
At least that's the plan so I can render and still be able to do other things at the same time in a quiet state of bliss
Posted: Sun Aug 05, 2007 11:58 pm
by CoolColJ
here is what the smoothed model version looks like, still waiting for the yellow SSS material to "flesh" out, but I may have caused some errors with constant changing of MLT parameters everytime I resumed the render....
at least the textures and mapping are finally working like they should
been rendering for a few hours now - around the 2000 samples mark with MLT bidrectional
Posted: Mon Aug 06, 2007 12:31 am
by CoolColJ
some models I slapped together over the last few days waiting for the above renders in C4D..... some Alien 10m tall pillars and artifacts
and using the materials researched in the above few renders for a new Sci Fi'ish scene hopefully or not..
thank goodness for Indigo instancing support in Sketchup exporter
Otherwise the poly count would be crippling...
Posted: Mon Aug 06, 2007 2:25 am
by CoolColJ
Damn when a pic looks this good after only 1.5 hours rendering and 630 samples in MLT mode, you know you have to render a larger final version!!
Only had max_num_consec_rejections at 600 and max bounce depth at 500 and MLT settings of -
"large_mutation_prob" "0.4"
"max_change" "0.02"
yet it looks so "real" and photo like
the setup of objects and environment probbaly has a lot to do with it.
Must admit the texture mapping doesn't look half bad at that close either, but I probbaly overdid the bump map value
Posted: Mon Aug 06, 2007 2:29 am
by OnoSendai
Looks cool.
I think it would be improved if the metal thingeys were 'dirtied up' a bit.
You could try a blend material, and blend the metal with some kind of dusty or dirty diffuse material.
(on the other hand, whose to say if alien artifacts get dirty
)
Posted: Mon Aug 06, 2007 3:47 am
by BbB
I think the bump map looks just right, actually. As Ono said, try to get different specular values by blender specular and diffuse with a weight map (why not your bump map).
Posted: Mon Aug 06, 2007 11:20 am
by CoolColJ
thanks, will try that. Only just started experimenting with blend materials
Definitely needs some dust/tarnish etc. The metal is titanium BTW
I must say blending SSS and diffuse material leads to a black picture very quickly when a very bright spot gets rendered
I might try some SSS water using some of those values in that pdf in this scene
What's the best way to get surface disturbance for realistic looking water and liquids?
Posted: Mon Aug 06, 2007 12:47 pm
by DaveC
CoolColJ wrote:What's the best way to get surface disturbance for realistic looking water and liquids?
Throw a pebble in it
Posted: Mon Aug 06, 2007 6:22 pm
by CoolColJ
DaveC wrote:CoolColJ wrote:What's the best way to get surface disturbance for realistic looking water and liquids?
Throw a pebble in it
Your Tardis would make a nice splash is this scene
Posted: Mon Aug 06, 2007 11:13 pm
by DaveC
CoolColJ wrote:DaveC wrote:CoolColJ wrote:What's the best way to get surface disturbance for realistic looking water and liquids?
Throw a pebble in it
Your Tardis would make a nice splash is this scene
Ok, This is the Daddy of all quotes from quotes from quotes...
Want the TARDIS CoolColJ? Lemme know. I'll offer you a private link to the blend file.
Posted: Tue Aug 07, 2007 3:41 pm
by CoolColJ
it's ok just playing
when blend material with textures and in instances is broken in Skindigo so no go there
Posted: Wed Aug 08, 2007 1:35 pm
by CoolColJ
well I'm rendering a few water versions of that Alien artifacts scene or scenes, with and without SSS in the water starting to get sick of it though
Probbaly finalise it and move on or combine it with some other stuff. Also have a cleaner version of it coming too.
anyway I have fiddling around with a spaceship model in C4D, since I'm on a Sci Fi bent right now
I have the basic shape and structure up, still to add the greebles, nurnie details etc -
http://en.wikipedia.org/wiki/Greeble
Used a C4D shader to create the texture. Have you ever seen a spaceship with camo patterns? well you have now
Just a basic undercoat overlay for now.
Some test renders, will be interesting to see how I go about create the engine "flame" . I have a emiting sphere right now. Probbaly put an emitting object inside an SSS mesh or something
The odd diagonal shadow patterns are rather strange though....
Could be from the city backdrop as it's quite big and surrounds the model.
Or shading errors due to smoothing issues, normals not getting exported properly etc...
Posted: Wed Aug 08, 2007 9:16 pm
by Kram1032
Ono, if you set the atmosphere and stuff, and also the position of the improved sky-simulation to "mars"-settings, would you get a correct value for mars (I mean, all the stuff, like: size, atmosphere thickness, quite low turbity, as the atmosphere is thinner, position, etc.
Posted: Fri Aug 17, 2007 6:59 pm
by CoolColJ
some spheres under light , was working on testing some SSS before I got frustrated
Posted: Sat Aug 18, 2007 2:17 am
by Kram1032
looks quite nice, though