Simple Renderings Thread

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Mon May 28, 2012 6:17 am

PigsOnTheWings wrote:First render with Indigo, testing how long Path (gpu) takes to clear up. This is @13h and 29k samples.
Hi PigsOnTheWings, and welcome !

You have been using an IES light profile is it ? Is this using Indigo 3.4.0 ?
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Pibuz
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Re: Simple Renderings Thread

Post by Pibuz » Mon May 28, 2012 8:30 am

Very nice and useful test scene!
..I'd rather have tried with another film setting though..

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lycium
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Re: Simple Renderings Thread

Post by lycium » Mon May 28, 2012 9:02 am

And with bi-directional path tracing, not GPU single-directional :)

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Re: Simple Renderings Thread

Post by PigsOnTheWings » Mon May 28, 2012 10:27 am

CTZn wrote:
PigsOnTheWings wrote:First render with Indigo, testing how long Path (gpu) takes to clear up. This is @13h and 29k samples.
Hi PigsOnTheWings, and welcome !

You have been using an IES light profile is it ? Is this using Indigo 3.4.0 ?
Thank you :)

I've been using IES lights, but I had to severely limit the light layer (seems all my IES overpower the scene). Camera setting would be a good idea, figured it out some time after rendering this.

For this test I used 3.2.12 since blendigo produces an error with 3.4.0. In the mean time I've begun exporting scenes to 3.2.12, then saving them and opening them in 3.4.0.

I tested this scene with BiDir MLT, cleared up a bit faster. I've edited this scene to try out the sun and sky system. Working on it now.

EDIT: Can anyone point me in the right direction regarding how to use arroway's spec maps in indigo?

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Headroom
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Simple Renderings Thread

Post by Headroom » Mon May 28, 2012 11:14 am

In order to use the Arroway spec maps I've mostly been successful with a blend material between a diffuse and phong material, with the spec map being the blend map.
I usually have to increase the contrast or "useable range". I've done this manually on occasion or have used Gimps auto level ( or so).
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Re: Simple Renderings Thread

Post by PigsOnTheWings » Thu May 31, 2012 10:50 pm

I've run a few tests, with BiDir Path, BiDir MLT and GPU. I used the tip from Headroom about the spec map, though it seems to make a strange effect. Picture says it all :)
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Samlet.jpg
3 Render modes, same settings. Scaled down from original pictures.

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Re: Simple Renderings Thread

Post by CTZn » Fri Jun 01, 2012 2:19 am

The result is a bit drastic indeed, probably the map used is too noisy itself...

Primarily one would use the specular map as a phong's exponent. At this point and since a texture ranges from 0 to 1 by default, it is necessary to use the B (gain) and C (offset) texture parameters, because an exponent ranging from zero to one is nonsense.

The gain parameter will multiply the texture values, and the offset value will be added on top.

If the exponent should range between 60 and 800 for instance, the C value should be set to 60 (texture 0 + 60 = minimal exponent value) and the gain to 740 (because 740 + 60 = max exponent value).

In other words, B specifies a range and C the position at wich it is starting.

Both can be negative in certain cases, ie B = -1 and C = 1 would invert any texture.
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Re: Simple Renderings Thread

Post by cee » Tue Jun 05, 2012 3:17 am

bmscmoreira,

could you share this beautiful roof tile material,

i cannot get it so good as yours.

Cee

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Gabich
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Re: Simple Renderings Thread

Post by Gabich » Tue Jun 05, 2012 2:39 pm

Just a litlle test:
0111114b.jpg
0111112b.jpg

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Doug Armand
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Re: Simple Renderings Thread

Post by Doug Armand » Tue Jun 05, 2012 6:53 pm

Nice! tell us us more about what you used :D
Doug

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Re: Simple Renderings Thread

Post by Gabich » Wed Jun 06, 2012 10:21 am

There is only one tree intanced with the system particles of Blender. Each render was done in 10 minutes ( gpu render) for a total of 574 000 000 faces. It's only a test for another render (based on an old model than i rendered with Yafaray):

http://gabich.files.wordpress.com/2012/06/rerender2.png

http://gabich.files.wordpress.com/2012/06/rerender1.png

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Re: Simple Renderings Thread

Post by cotty » Thu Jun 07, 2012 8:30 pm

An empty piggy bank from here...
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little gallery... http://unverzagt.biz/cottysgallery/

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Re: Simple Renderings Thread

Post by ninopiamonte » Fri Jun 08, 2012 2:29 am

I think that pig was used in the Skindigo tutorials?
While here, practice test with texture mapping & rendering with Maxigo :D
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Re: Simple Renderings Thread

Post by LithiumDesign » Fri Jun 08, 2012 4:33 am

ninopiamonte wrote:I think that pig was used in the Skindigo tutorials?
While here, practice test with texture mapping & rendering with Maxigo :D
Nice work ninopiamonte, is the model unwrapped or have you used UVW map modifiers?
I'd say the textures could be a bit smaller and you could do with an exponent map, to give the wood a more realistic feel 8) The diffuse texture seems way over-saturated, what wood are you trying to replicate?

The fabric is fantastic, does it have a displacement map? If not it may be worth trying one - if it already has one try increasing the strength of the displacement!!

Some DoF and coloured lighting (warm and cool), with a slightly elevated camera angle would really help this scene in my opinion :)

Great modelling work, keep it up!!
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Simple Renderings Thread

Post by Headroom » Fri Jun 08, 2012 5:03 am

The horizontal rails on the chairs should be textured with the grain running horizontal.
Also the arm/backrest of this chair are steam bent, so the grain should follow the curved profile.



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