CoolColJ's test pics thread

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CTZn
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Post by CTZn » Sat Aug 18, 2007 2:18 am

Mmm, Mars has no low turbidity; many sand in sky... OT day :P
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Kram1032
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Post by Kram1032 » Sat Aug 18, 2007 2:28 am

Mars DOES have low turbidity!
The storms are sand and dust, not watery / smoky air :P

I'd say the VENUS has a high turbidity :mrgreen: - or Jupiter

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CTZn
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Post by CTZn » Sat Aug 18, 2007 2:50 am

Ok ok, but sand in suspension IS a highly scattering environment :P

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 8)
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Kram1032
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Post by Kram1032 » Sat Aug 18, 2007 5:14 am

Hum, maybe, the main problem is, that it's absolutely non-uniform:
In sand and Dust storms, the turbidity is high, but when there is no wind, turbidity is low... hard to simulate, you actually'd need physically simulated sand and dust particles 8)

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CTZn
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Post by CTZn » Sat Aug 18, 2007 2:31 pm

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 ?
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CoolColJ
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Post by CoolColJ » Sun Aug 19, 2007 3:07 pm

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!

---


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 :D

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
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CCJ_Periscope.jpg
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matt
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Post by matt » Sun Aug 19, 2007 4:41 pm

When I use diffuse transmitters I get those spots sometimes. disabling bidir worked for me but that was in .8 i think.

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Post by OnoSendai » Sun Aug 19, 2007 4:54 pm

Ok thx for the heads up CoolColJ

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CoolColJ
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Post by CoolColJ » Sun Aug 19, 2007 11:11 pm

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 :wink:
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CCJ_AlienArtifacts.JPG
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Last edited by CoolColJ on Mon Aug 20, 2007 1:02 am, edited 1 time in total.

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CoolColJ
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Post by CoolColJ » Mon Aug 20, 2007 12:26 am

First try with textured emitters, using some emitting paintings :lol:
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.....
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CCJ_TexturedEmitter_Test.JPG
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deltaepsylon
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Post by deltaepsylon » Mon Aug 20, 2007 1:52 am

I really like the Alien Artifacts render, nice :)
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Kram1032
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Post by Kram1032 » Mon Aug 20, 2007 4:48 am

DAMN! Noisefree! Great!

And to the texemits:
the farthest left pic. is it fire?
I think, it looks best :)

And: I'd say, that pic'd need double tonemapping.
the paintings of your linear tonemapped with the room of the reinhard tonemapped :D

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CoolColJ
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Post by CoolColJ » Mon Aug 20, 2007 1:39 pm

thank guys

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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Kram1032
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Post by Kram1032 » Tue Aug 21, 2007 3:30 am

ah, yeah, I see :D

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CoolColJ
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Post by CoolColJ » Thu Aug 23, 2007 9:50 pm

some tests - funky results :)

greeble goodness :D
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