Simple Renderings Thread

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jarmenkell
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Re: Simple Renderings Thread

Post by jarmenkell » Wed Jul 28, 2010 11:11 pm

comments and tips regarding adding more realism to the picture are highly appreciated.
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tesla 01.jpg

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pixie
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Re: Simple Renderings Thread

Post by pixie » Thu Jul 29, 2010 1:28 am

jarmenkell wrote:with bits of anti-grav tech, as i can see))
That's actually a bug in my scene that makes objects levitate :D

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lycium
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Re: Simple Renderings Thread

Post by lycium » Sun Aug 01, 2010 4:20 am

displacement_shader_test.jpg
<3 MLT noise

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Re: Simple Renderings Thread

Post by StompinTom » Sun Aug 01, 2010 4:41 am

lycium wrote:
displacement_shader_test.jpg
Displacement works again, then? :D

That's a lot of MLT samples/second! Has it been that fast or have you done another one of your magic speedups?

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pixie
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Re: Simple Renderings Thread

Post by pixie » Tue Aug 03, 2010 2:42 am

Weird results during precedence test

Precedence
glass 3
ice 2
water 1

and the ice likes to get dark when imersed in water :S
Attachments
cubeBIDIRPT.jpg
bidir pt
cubePT.jpg
simple pt
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cube.jpg
mlt

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Tue Aug 03, 2010 3:49 am

The image tagged MLT is in fact MLT+BiDir :)

Can you please state the Indigo version pixie ? Using 2.4.6 I've got different results than yours after redoing the scene with Maya... I don't have 2.4.7 though.

In my scene the container is about 1m wide, water has a precedence of 2, plexi and ice a precedence of 3.

Edit: but yeah I've got a very dark ice cube with glossy transparent too, it gets better if replaced by a specular material (MLT 2.4.4). With glossy used, results have a different response with varying pov. That said the ice cube below IS glossy transparent.
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precedence.jpg
GPU glossy ice 2.4.6
obsolete asset

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pixie
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Re: Simple Renderings Thread

Post by pixie » Tue Aug 03, 2010 4:41 am

CTZn wrote:The image tagged MLT is in fact MLT+BiDir :)

Can you please state the Indigo version pixie ? Using 2.4.6 I've got different results than yours after redoing the scene with Maya... I don't have 2.4.7 though.

In my scene the container is about 1m wide, water has a precedence of 2, plexi and ice a precedence of 3.

Edit: but yeah I've got a very dark ice cube with glossy transparent too, it gets better if replaced by a specular material (MLT 2.4.4). With glossy used, results have a different response with varying pov. That said the ice cube below IS glossy transparent.
It is 2.4.7 indeed, pt gives a quite different result...
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absolut.jpg

neo0.
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Re: Simple Renderings Thread

Post by neo0. » Thu Aug 05, 2010 3:43 pm

My first sci fi project with indigo.


Gee, I wonder why it never occured to me that using textures looks so much better than a simple diffuse texture. :)
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Escape from earth 2.jpg

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Zom-B
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Re: Simple Renderings Thread

Post by Zom-B » Tue Aug 10, 2010 7:57 am

...
Last edited by Zom-B on Sat Aug 14, 2010 3:47 am, edited 1 time in total.
polygonmanufaktur.de

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Godzilla
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Re: Simple Renderings Thread

Post by Godzilla » Tue Aug 10, 2010 5:51 pm

Yes it would be nice if that bug was addressed... :(



I re-rendered my this old scene. The scale in the old image was off so that the diamond was ~10cm in height :(

This one uses a correct (or at least more realistic) scale.

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samlavoie.xyz

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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Tue Aug 10, 2010 5:56 pm

Zom-B wrote:
OnoSendai wrote:there's an outstanding bug with bidir that gives dark edges on some glass.
I just tried a "glass version" of a CAD model...
MLT, once with & without BiDir. With BiDir renders fast as hell, but the result... well... :roll:
If you need the scene for debugging, just tell!
MLT.jpg
MLT+BiDir.jpg
Hi Zom-b,
Just working on this issue now. I think I have an idea what it is, so hopefully I'll have a fix soon.

nik

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jarmenkell
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Re: Simple Renderings Thread

Post by jarmenkell » Wed Aug 11, 2010 8:19 pm

i tried to recreate that beautiful lightwall from Tron: Legacy, but there's a kinda bug or... well, that jagged thing that results from gradient texture. i didn't plan it.

there was another kink with that gradient in "Emission" tab: that wall had 10 height segments, and the gradient was "tiled" on it (instead of being stretched from top to bottom). projection type - UVW mapping.
i "solved" that problem by reducing the count of height segments to 1, but that's not a good solution (i also lost some control of that wall's curviness).

is there something specific that i should know about gradient textures in Indigo?)
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tronlike 01.jpg

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zeitmeister
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Re: Simple Renderings Thread

Post by zeitmeister » Wed Aug 11, 2010 8:35 pm

Hm,

what host 3d application do you use?
Did you try a 16bit gradient texture?
Cheers, David



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jarmenkell
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Re: Simple Renderings Thread

Post by jarmenkell » Wed Aug 11, 2010 8:52 pm

Cinema 4D

i'll give it a try, thnx

any ideas about that tiling problem?

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dcm
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Re: Simple Renderings Thread

Post by dcm » Thu Aug 12, 2010 1:54 am

I posted this problem with gradients month ago, u need to make 32bit gradient in PS to reduce that bugs :)

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