Simple Renderings Thread

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zeitmeister
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Simple Renderings Thread

Post by zeitmeister » Wed Nov 23, 2011 7:01 am

Ono, I tried something like this before... Did you use a real medium for the atmosphere sphere, and did you render that in real-world-scale?
Cheers, David



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lycium
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Re: Simple Renderings Thread

Post by lycium » Wed Nov 23, 2011 7:27 am

Yes and yes, here's an example scene :)
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globe_test_in_atmosphere.igs
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Doug Armand
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Re: Simple Renderings Thread

Post by Doug Armand » Thu Nov 24, 2011 9:44 am

OnoSendai wrote:
cotty wrote:
OnoSendai wrote:NZ from space :)
I would like to see them rendered at night ;-)
Good idea :)
Will have to find a night time light texture for the Earth.
Here you go Ono:
http://visibleearth.nasa.gov/view.php?id=55167

now get creative! :wink:
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lycium
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Re: Simple Renderings Thread

Post by lycium » Thu Nov 24, 2011 10:26 am

Sweet! We've also grabbed several gigs of NASA data already :) The next step is to make a blend between the normal (day-time) texture and the night time texture (emitting), depending on the angle to the sun. Oh, and clouds :)

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Re: Simple Renderings Thread

Post by StompinTom » Thu Nov 24, 2011 1:29 pm

lycium wrote:Sweet! We've also grabbed several gigs of NASA data already :) The next step is to make a blend between the normal (day-time) texture and the night time texture (emitting), depending on the angle to the sun. Oh, and clouds :)
Wouldn't you just plug in the night-time texture into the emitting slot of the same material and control that instead? No blend materials, so you still have the 'natural' color map of the Earth that will look dark anyway because of the dark side of the Earth... ?

Or is that exactly what you mean?

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Re: Simple Renderings Thread

Post by lycium » Thu Nov 24, 2011 2:08 pm

City lights only go on at night, so we'd have to get a 0 to 1 blend of reflecting day / emitting night textures.

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Re: Simple Renderings Thread

Post by cotty » Sat Nov 26, 2011 1:49 am

Here is a render of a little scene for testing "Make Fur" and component instancing...
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forum_tree.jpg
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Re: Simple Renderings Thread

Post by cotty » Sat Nov 26, 2011 2:30 am

cotty wrote:Here is a render of a little scene for testing "Make Fur" and component instancing...
A making-of-screenshot and a clay-version ...
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forum_tree_clay.jpg
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Re: Simple Renderings Thread

Post by OnoSendai » Sat Nov 26, 2011 4:29 am

NZ from space... with clouds!
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NZ_from_space_with_clouds.jpg

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Re: Simple Renderings Thread

Post by OnoSendai » Sat Nov 26, 2011 6:03 am

Another Earth render :)
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earth_clouds.jpg

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Re: Simple Renderings Thread

Post by Borgleader » Sat Nov 26, 2011 7:38 am

Oh shit! That's what I was trying to achieve a few months back, mind sharing your secrets? :D
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Re: Simple Renderings Thread

Post by CTZn » Sat Nov 26, 2011 7:44 am

That last one is great.

I am not sure about the clouds, they could be a bumped diffuse transmitter or... scattering ? Is it bump artifact or step size ?

I'm puzzled I can't tell ! Now it looks more like a shader for me.
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zeitmeister
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Simple Renderings Thread

Post by zeitmeister » Sat Nov 26, 2011 8:53 am

The problem is that its not possible to create real volumetric clouds for such scenes; so you got to fake really everything.
Maybe the trick with the multiple layered cloudmap-spheres might work.
Cheers, David



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Re: Simple Renderings Thread

Post by CTZn » Sat Nov 26, 2011 9:30 am

It is possible but realism of shapes is tricky in this global situation, space maths transformations or idk what.

Simpler: a noise that would appear only within a volume defined by two sphere primitives of a slightly different radius. Distances are known to the center, it's all spherical. That's the way the atmosphere medium is supposed to work :)

Note that the atmosphere medium is not a basic medium (having ior and such), but one dedicated to the earth atmosphere simulation. Exclusively, sadely :lol:
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Re: Simple Renderings Thread

Post by OnoSendai » Sat Nov 26, 2011 11:21 am

Borgleader wrote:Oh shit! That's what I was trying to achieve a few months back, mind sharing your secrets? :D
The clouds are just done with a simple spherical surface (not volumetric), 5km or so off the ground. The material is a blend between a white diffuse transmitter and a white diffuse material, then blended with a null.
The cloud map is from http://www.shadedrelief.com/natural3/pages/clouds.html , and is 8k by 4k.

The ground albedo data is from NASA, and is their hi-res data slightly downsampled to be < 2.1 GB.

Despite the clouds not being volumetric, I was surprised how good they looked.
While it is possible to do that kind of volumetric scattering in Indigo, it currently is not efficient enough to render such an image in a reasonable amount of time, although it would be quite possible with a bit more work.

The technique used in this image with the null blend relies on some new null material handling code that hasn't been released yet, so you might have some problems getting a similar result currently :)

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