blender WIP-1st render-some Q's
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
blender WIP-1st render-some Q's
Hey guys,
I've been working on a remodleing project of a house. I had already done some test renders in Kerkythea and I decided to try Indigo out since it's so accurate for exterior renderings. here's the kt version:
http://afecelis.gdlib.net/Indigo/exterior_kt.jpg
and here's how my Indigo version is coming along:
http://afecelis.gdlib.net/Indigo/exterior_indigo.JPG
Now I have to check Radiance's tut on how to add bitmpas as textures, but my main question is about the ambiance in Indigo. Does it always look like bloomy-pastel? The scene posted is after 13 hours of rendering, when most of the dots-fireflies were gone, but I feel it to be very soft. Checking the gallery you see some stronger-color defined renders. Is that all post-processing? And my last question would be, how to simulate a night or sunset or dusk environment in Indigo?
Thanks fr all the help you've offered me so far.
I've been working on a remodleing project of a house. I had already done some test renders in Kerkythea and I decided to try Indigo out since it's so accurate for exterior renderings. here's the kt version:
http://afecelis.gdlib.net/Indigo/exterior_kt.jpg
and here's how my Indigo version is coming along:
http://afecelis.gdlib.net/Indigo/exterior_indigo.JPG
Now I have to check Radiance's tut on how to add bitmpas as textures, but my main question is about the ambiance in Indigo. Does it always look like bloomy-pastel? The scene posted is after 13 hours of rendering, when most of the dots-fireflies were gone, but I feel it to be very soft. Checking the gallery you see some stronger-color defined renders. Is that all post-processing? And my last question would be, how to simulate a night or sunset or dusk environment in Indigo?
Thanks fr all the help you've offered me so far.
Last edited by afecelis on Wed Sep 13, 2006 4:16 am, edited 1 time in total.
ok i try to explain:
u3dreal wrote:
example:
u3dreal wrote:
make an image with the size 1 x 1 px and give that pixel the color of you wall. use that image as texture for your wall-material ... the same with all the other materials.indigo does not apply reverse gamma correction
on normal colors .. only on textures..
example:
Code: Select all
<material>
<name>Mat</name>
<phong>
<fresnel_scale>0.4</fresnel_scale>
<diffuse>1 1 1</diffuse>
<specular>0.01 0.01 0.01</specular>
<exponent>100</exponent>
<albedo_texture>
<path>red.png</path>
<uv_set>albedo</uv_set>
<gain>1</gain>
<exponent>2.3</exponent>
</albedo_texture>
</phong>
</material>
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
well, thanks for all the help guys. You were right!
@Manitwo: instead of going for color textures I went staright and tried to use the material set I got for it (brick, concrete, etc) following Radiance's tut and it does indeed change completely!
So you guys were totally right, using just difuse color generates this "weak" tone mapping that makes the render look too soft. But using bitmap textures the scene gains a completely new feel. I suppose if I had used 10x10 color textures it would've worked in a similar way, but I wanted to see some textures around I suppose using colored textures to start is a good way to study light values before moving into final renders, or also if you want to have that "maquette" model look during design process.
Screenshots are cooking right now so I'll leave them some more hours and post the screenies here.
Thanks a ton U3dreal and Mani2!!
@Manitwo: instead of going for color textures I went staright and tried to use the material set I got for it (brick, concrete, etc) following Radiance's tut and it does indeed change completely!
So you guys were totally right, using just difuse color generates this "weak" tone mapping that makes the render look too soft. But using bitmap textures the scene gains a completely new feel. I suppose if I had used 10x10 color textures it would've worked in a similar way, but I wanted to see some textures around I suppose using colored textures to start is a good way to study light values before moving into final renders, or also if you want to have that "maquette" model look during design process.
Screenshots are cooking right now so I'll leave them some more hours and post the screenies here.
Thanks a ton U3dreal and Mani2!!
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