blender WIP-1st render-some Q's

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afecelis
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blender WIP-1st render-some Q's

Post by afecelis » Tue Sep 12, 2006 8:31 am

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.
Last edited by afecelis on Wed Sep 13, 2006 4:16 am, edited 1 time in total.

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u3dreal
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Post by u3dreal » Tue Sep 12, 2006 8:36 am

Hi afecelis,,

I think the problem is that indigo does not apply reverse gamma correction
on normal colors .. only on textures..

cheers

u3dreal ;)

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afecelis
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Post by afecelis » Tue Sep 12, 2006 8:44 am

hey U3dreal! thanks. :wink:
I guess then it's post-pro. Cool, you learn something new everyday. :D

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manitwo
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Post by manitwo » Tue Sep 12, 2006 8:59 am

you could use 1x1 pixel textures :?: :? not sure/not tested

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afecelis
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Post by afecelis » Tue Sep 12, 2006 9:03 am

manitwo wrote:you could use 1x1 pixel textures :?: :? not sure/not tested
I'm listening Manitwo, I'm listening :wink: Could you please elaborate?

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manitwo
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Post by manitwo » Tue Sep 12, 2006 9:15 am

ok i try to explain:
u3dreal wrote:
indigo does not apply reverse gamma correction
on normal colors .. only on textures..
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.

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>

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manitwo
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Post by manitwo » Tue Sep 12, 2006 9:55 am


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mzungu
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Post by mzungu » Tue Sep 12, 2006 10:33 am

why must they be 1x1... why not 10px X 10px?...
-mzungu
"The fear of the Lord is the beginning of wisdom" - Solomon

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manitwo
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Post by manitwo » Tue Sep 12, 2006 10:46 am

they must not be 1x1 but why should they be bigger? they only contain one color

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manitwo
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Post by manitwo » Tue Sep 12, 2006 11:12 am

hmm ... well .. i tried to enlarge these textures to 10x10 - it works!!!
but 1x1 should work also :roll:
thank you mzungu :oops: :D ... and u3dreal for the tip with the reverse gamma correction on textures

@afecelis: try to use 10x10 one-color images. I tried it, it really works good - nice well saturated colors.

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afecelis
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Post by afecelis » Tue Sep 12, 2006 11:24 am

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! :shock:
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 :wink: 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!! :D

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afecelis
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Post by afecelis » Wed Sep 13, 2006 3:01 am

here are the images so far:
Image
Image
thanks for all the help. :D
Now I can try combining with mesh emitters. I'll report progress or questions here :wink:

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