Simple Renderings Thread

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matsta
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Re: Simple Renderings Thread

Post by matsta » Thu Sep 30, 2010 7:44 pm

neo0. wrote: You can assign pictures to single faces, but when it comes to assigning a texture to a curved object that has thousands of polygons
The key is to not have thousands of polygons. Successful modelling is about achieving maximum detail from minimum poly's. The fewer poly's you have the easier the mesh is to UV map and the less likely you are to run into issues with animation. The better your UV mapping is the easier your texturing will be. Everything goes back to how well your object was modeled.

Blender handles complex models just fine as long as they have been modeled with care and not just thrown together. I'm pretty sure that the reason for the errors on your models is that you don't UV map your meshes. Teach yourself in a weekend how to texture properly and all will be fine.

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Re: Simple Renderings Thread

Post by StompinTom » Fri Oct 01, 2010 1:26 am

neo0. wrote:
lycium wrote:
neo0. wrote:Im considering switching over from blender to sketchup because of how limited sketchup is with textures mostly.
lolwut?
Yep, looks like that heat wave is taking it's toll on me. :lol: Sketchup seems to be mainly geared towards very simple architectural models, where you only are concerned about textured a dozen or so faces independently.
UV mapping UV mapping UV mapping! Can't live without it.

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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Fri Oct 01, 2010 1:51 am

or can we? http://www.disneyanimation.com/library/ptex

edit: argh this post by lycium, was logged in as ono :oops:

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Headroom
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Re: Simple Renderings Thread

Post by Headroom » Fri Oct 01, 2010 4:49 am

OnoSendai wrote:or can we? http://www.disneyanimation.com/library/ptex

edit: argh this post by lycium, was logged in as ono :oops:
Yup PTEX is nice stuff. Won't help much, though, until it is implemented in mainstream modeling software.

Anyway, have a little mercy for NEO and other folks that feel limited by Sketchup's texturing abilities. If one has mot worked with a polygon modeler before, changing from Sketchup to Blender can be quite daunting and can take a while. Unless you UV map mostly rectilinear geometry you have to learn modeling with polygons first.

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Mus Lee
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Re: Simple Renderings Thread

Post by Mus Lee » Mon Oct 04, 2010 5:33 am

Material & lighting test...
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rzd1.jpg

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pixie
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Re: Simple Renderings Thread

Post by pixie » Wed Oct 06, 2010 10:59 pm

Catalogue copy cat
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WILLIAMS_CONSOLE_01.jpg
Original
WILLIAMS_CONSOLE.jpg

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Godzilla
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Re: Simple Renderings Thread

Post by Godzilla » Thu Oct 07, 2010 3:10 pm

Came across this scene on the Maxwell forums. Thought I'd run it through Indigo to see how it performed.

Image


Rendered for 30 minutes on a 3.4Ghz Core2Quad Q6700.

Compare it to iRay and Maxwell renders done on a 3.33Ghz Core i7-980X (6 core) here-

http://i186.photobucket.com/albums/x267 ... /30min.jpg
samlavoie.xyz

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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Thu Oct 07, 2010 5:43 pm

I made a 'dusty glass' shader, which actually looks more like snow. Uses normalWS() for the blend material blend parameter, which only works on my code currently :).

Code looks like so:

Code: Select all

 <medium>
    <name>glass</name>

    <precedence>10</precedence>
    <basic>
      <ior>1.5</ior>
      <cauchy_b_coeff>0.0</cauchy_b_coeff>
      <absorption_coefficient_spectrum>
        <rgb>
          <rgb>0.5 0.2 0.1</rgb>
          <gamma>1</gamma>
        </rgb>
      </absorption_coefficient_spectrum>
    </basic>
  </medium>

  <material>
    <name>glass</name>

    <specular>
      <transparent>true</transparent>
      <internal_medium_name>glass</internal_medium_name>
    </specular>
  </material>


  <material>
    <name>dust</name>

    <diffuse>
      <albedo>
        <constant>
          <rgb>
            <rgb>0.5 0.5 0.5</rgb>
            <gamma>1</gamma>
          </rgb>
        </constant>
      </albedo>
    </diffuse>
  </material>

  

  <material>
    <name>default</name>

    <blend>
      <a_name>glass</a_name>
      <b_name>dust</b_name>
      <step_blend>false</step_blend>

      <blend>
        <shader>
          <shader>
            <![CDATA[
						def eval() real :
                smoothstep(0.4, 0.7, dotk(normalWS()))
						]]>
          </shader>
        </shader>
      </blend>
    </blend>
  </material>
Attachments
dusty_specular_buddha_test.jpg

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lycium
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Re: Simple Renderings Thread

Post by lycium » Thu Oct 07, 2010 7:02 pm

Very interesting comparison Godzilla! I'm of course biased, but Indigo is looking pretty damn strong when you consider the hardware difference.

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Zom-B
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Re: Simple Renderings Thread

Post by Zom-B » Thu Oct 07, 2010 8:11 pm

Godzilla wrote:Came across this scene on the Maxwell forums. Thought I'd run it through Indigo to see how it performed.
Candy for the Ego of the Glare team...ok, they deserve it ;)
Only point is that the other images seem to have some light DOF Blur you can see on the back wall?!


Interesting Shader Ono!!
OnoSendai wrote:... which only works on my code currently :)
Does this mean it works with the next Indigo version?
polygonmanufaktur.de

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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Thu Oct 07, 2010 8:14 pm

Zom-B wrote:Does this mean it works with the next Indigo version?
yes, should do :)

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Fri Oct 08, 2010 1:32 am

Dust uses Oren-Nayar best, dear Ono ^^

Hey, that smoothstep thing is new too !
obsolete asset

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pixie
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Re: Simple Renderings Thread

Post by pixie » Fri Oct 08, 2010 5:39 am

This is my test with a roughly specced machine at roughly the same time as close as possible.
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test.jpg

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pixie
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Re: Simple Renderings Thread

Post by pixie » Sat Oct 09, 2010 2:39 am

Water and sand
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water.jpg
MLT Bidir

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zeitmeister
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Re: Simple Renderings Thread

Post by zeitmeister » Sun Oct 10, 2010 6:34 am

Beautiful one, pixie!
Just a a little more specified texture to the ground, and maybe a little more sophisticated bumpmap for the water to achieve nicer caustics, and this will become a fantastic wallpaper!
Cheers, David



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