Simple Renderings Thread
Here another HL2 EP2 taken Model... this time the Hunter.
This Bastards eat Bullets for Breakfast and are hard to Kill
ATM I'm trying to use the new features Alpha Render & Region Rendering to archive a faster & better result in Shadow composing for Env Map lightened Renderings...
The main exercise is here doing this with some DOF Blur on the image.
I hope (but I'm not sure atm) that alpha rendering in Indigo can really archive here the results I look for (smooth & fitting mask on DOF blured Objects).
This one was A quick and Dirty one, with a little displaced second rendering for shadows, so you'll see some halos around the feet :/ So no shame at Indigo!! This was human failure...
I hope to get a higher res, longer rendered and better done result for the second run...
This Bastards eat Bullets for Breakfast and are hard to Kill
ATM I'm trying to use the new features Alpha Render & Region Rendering to archive a faster & better result in Shadow composing for Env Map lightened Renderings...
The main exercise is here doing this with some DOF Blur on the image.
I hope (but I'm not sure atm) that alpha rendering in Indigo can really archive here the results I look for (smooth & fitting mask on DOF blured Objects).
This one was A quick and Dirty one, with a little displaced second rendering for shadows, so you'll see some halos around the feet :/ So no shame at Indigo!! This was human failure...
I hope to get a higher res, longer rendered and better done result for the second run...
- Attachments
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- hunter.png (514.71 KiB) Viewed 4787 times
polygonmanufaktur.de
Wow... that looks cool.
The way alpha rendering works right now in Indigo, there will be some of the old background colour mixed in to the edges of objects, especially when they are blurred.
I could possibly get around this by doing a render mode where the background isn't drawn at all but is just black, which could be used in conjunction with alpha output.
The way alpha rendering works right now in Indigo, there will be some of the old background colour mixed in to the edges of objects, especially when they are blurred.
I could possibly get around this by doing a render mode where the background isn't drawn at all but is just black, which could be used in conjunction with alpha output.
Hmm... but wouldn't be in this case the Black BG be received as a "black halo" on the blurred Objects?OnoSendai wrote:I could possibly get around this by doing a render mode where the background isn't drawn at all but is just black, which could be used in conjunction with alpha output.
To Archive this result 4 rendering passes were needed.
1) floating objects lightened by the env map
2) The same Scene, but with an ground Plane to catch shadows (region rendering is an option here!)
3) The Alpha Rendering to get a mask for removing the objects on Pass 2)
4) A totally sharp rendering of the env map only
ATM I've got the most Pain with composing 2) This shot has to have minimal or better even no vignetting, by keeping the DOF exaxtly the same, any ideas???
I'm also play around with some methods of receive the shadows and get the ground plane away. I could try to get it totally white and multiply it in PS with pass 1) or doing some Keying, by having the Plane a bright green color for example... I'm not sure whats the best option here.
I try to work with the Tonemapped EXR's for this "Project", but it seems they are somehow off in the Gamma Value :/
I have to set The Gamma to from 1 to 0.45 so it fits to the png output!
Pass 4) is needed in this case, because the DOF Blur is maximized on the Env Map, because its actually a big sphere far away... I need to do a Depth pass in C4D to get some DOF blur on this one in Photoshop, so the foreground ground stays sharp...
BTW: could it be that the env_map gets displayed mirrored??! it seems so....
polygonmanufaktur.de
Sounds good... getting ride of a black "halo effect" is easier than from an image based halo effectOnoSendai wrote:True... but this could be avoided with some weighting.
Yes its an EnvMap...compared to the way C4D displays the env map on a big sphere or the sky object its mirrored....OnoSendai wrote:Is the background an env map? I fixed the env map mirrored bug, or so I thought
So I checked out some env maps with streets signs etc. something you can read. Actually Indigo is doing it right! Sorry for the Panic...
polygonmanufaktur.de
I baked it some time ago I started from indigo 1.0.4 and ended with 1.0.6 rendering on 1 out of 2 cores few hours a day and saving IGIs
It's about 8000samples/px and there's some noise removed (GREYCstoration)
A lot of new stuff is engaged: key light is IES, glass material it tabulated, camera has got custom tonemapping and aperture (isn't well visible), also partly new image filtering.
What is strange to me - when I moved from 1.0.4 to 1.0.5 my image shrank 2px each dimension. Do you think it is related to new filtering?
It's about 8000samples/px and there's some noise removed (GREYCstoration)
A lot of new stuff is engaged: key light is IES, glass material it tabulated, camera has got custom tonemapping and aperture (isn't well visible), also partly new image filtering.
What is strange to me - when I moved from 1.0.4 to 1.0.5 my image shrank 2px each dimension. Do you think it is related to new filtering?
- Attachments
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- Simple glass
- glass_ind_.jpg (254.81 KiB) Viewed 4542 times
Nice result!
Yes, there seems to be a bug! the generated exr files for example are 4px higher & wider than the igi and png output...sth wrote:What is strange to me - when I moved from 1.0.4 to 1.0.5 my image shrank 2px each dimension. Do you think it is related to new filtering?
polygonmanufaktur.de
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