Simple Renderings Thread
- Polinalkrimizei
- Posts: 647
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Re: Simple Renderings Thread
I would have believed you if you said this was a reference photo.
Re: Simple Renderings Thread
it's my latest speed rendering for fun
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Last edited by zed_pmd on Sun Feb 28, 2010 9:52 am, edited 2 times in total.
www.pixelmustdie.com
- Polinalkrimizei
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Re: Simple Renderings Thread
OMG they're alive!
Re: Simple Renderings Thread
Hello !
My first post here
Play with water and tomato:
Thanks
Piotr
My first post here
Play with water and tomato:
Thanks
Piotr
- pixie
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Re: Simple Renderings Thread
Great choice of colours, congrats!hcpiter wrote:Hello !
My first post here
Play with water and tomato:
Re: Simple Renderings Thread
That's awesome SmartDen
Is it possible to make froth for beer?
Can instancing be used?
http://3.bp.blogspot.com/_Y5QkyHYuITM/S ... 00/sss.jpg
Is it possible to make froth for beer?
Can instancing be used?
http://3.bp.blogspot.com/_Y5QkyHYuITM/S ... 00/sss.jpg
Re: Simple Renderings Thread
@Den:
Awesome! that really does look real
@Zed:
Lol weird. The chair on the wall is my favoritate
@hcpiter:
The water kinda looks like little soft ice cubes, the need to be in a more solid stream I think
Awesome! that really does look real
@Zed:
Lol weird. The chair on the wall is my favoritate
@hcpiter:
The water kinda looks like little soft ice cubes, the need to be in a more solid stream I think
Re: Simple Renderings Thread
@Meelis I don't think it possible in Blender. Maybe other software..
@All Thanks for comments
@All Thanks for comments
Check normals, dude!
Re: Simple Renderings Thread
Just decided to post some progress renders from my wip thread at the architectural visualization challenge. http://www.ronenbekerman.com/forums/gh- ... -jeff.html
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- pov11j.jpg (157.06 KiB) Viewed 8148 times
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- pov 9g.jpg (228.58 KiB) Viewed 8156 times
- Polinalkrimizei
- Posts: 647
- Joined: Sat May 02, 2009 6:59 am
Re: Simple Renderings Thread
@meelis: It is possible to set up such a scene with blender, or other software, but that doesn't make much sense. You'll have to visualize the particles with spheres, and you will need a lot. Use the Particle instance modifier on the sphere, that way you can "apply" the modifier permanently when everything is baked, to "cut" the particle meshes with the glass (the bubbles close to the glass need to look "open").
I did a quick test yesterday, with 3.000.000 particles, it takes forever to bake, cause I used good old metaballs for the big bubbles on the sides, as they have to connect to and intersect each other. Use a small starting speed for the small bubbles, set them up from the "ground" of the foam, and zero starting speed for the big bubbles, set them up from the side of the glass. 3.000.000 particles are not enough, though.
You could also use boid particles (they have a rudimentary "inteligence"), tell them not to collide with the glass or with each other, then you will not need to apply boolean modifiers to the systems to get rid of the small bubbles inside the bigger bubbles.
Long story short: Reproducing foam by simulating each and every of its millions and millions of bubbles is probably the most complicated attempt to it. Use a texture instead. Try the particles only with patience and a lot of computing power.
@Jeff: Amazing. It fits the landscape perfectly. I imagine to sit there and let my feet dangle over the water. Awesome lightning, nice colors. The position of the sun in the last one is great also. First is my fav!
I did a quick test yesterday, with 3.000.000 particles, it takes forever to bake, cause I used good old metaballs for the big bubbles on the sides, as they have to connect to and intersect each other. Use a small starting speed for the small bubbles, set them up from the "ground" of the foam, and zero starting speed for the big bubbles, set them up from the side of the glass. 3.000.000 particles are not enough, though.
You could also use boid particles (they have a rudimentary "inteligence"), tell them not to collide with the glass or with each other, then you will not need to apply boolean modifiers to the systems to get rid of the small bubbles inside the bigger bubbles.
Long story short: Reproducing foam by simulating each and every of its millions and millions of bubbles is probably the most complicated attempt to it. Use a texture instead. Try the particles only with patience and a lot of computing power.
@Jeff: Amazing. It fits the landscape perfectly. I imagine to sit there and let my feet dangle over the water. Awesome lightning, nice colors. The position of the sun in the last one is great also. First is my fav!
Re: Simple Renderings Thread
StompinTom, amazing work really. Now to be honest and again I would like to read from you what you are aiming at with colours saturation. If it is wanted well allright that's your choice If you didn't calibrate your textures saturation yet, then that should be a concern of yours methinks. Those actual levels do not match "reality" to me, that's what I wanted to say.
@meelis and polinalkrimizei:
ISL will allow a structurally perfect moss at some point. The problem would be the way too thin surfaces, I can't tell how (if?) that would render (without playing with scene scale that is, wich is bad)...
@meelis and polinalkrimizei:
ISL will allow a structurally perfect moss at some point. The problem would be the way too thin surfaces, I can't tell how (if?) that would render (without playing with scene scale that is, wich is bad)...
obsolete asset
- fenerolina
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Re: Simple Renderings Thread
Hi Jeff! Nice one.
The first one is my favourite too. Little colour variation for the trees would be great but still don't know how the UI would look like. If you have any ideas post them in the wishlist thread of skindigo users.
The first one is my favourite too. Little colour variation for the trees would be great but still don't know how the UI would look like. If you have any ideas post them in the wishlist thread of skindigo users.
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Re: Simple Renderings Thread
Thanks CTZn!CTZn wrote:StompinTom, amazing work really. Now to be honest and again I would like to read from you what you are aiming at with colours saturation. If it is wanted well allright that's your choice If you didn't calibrate your textures saturation yet, then that should be a concern of yours methinks. Those actual levels do not match "reality" to me, that's what I wanted to say.
I admit I did boost the saturation a bit. The audience for most of these images (and a lot of my work, lately) is the marketing/advertising department of the firm I work for. We're selling a product (cabins, homes, off-the-grid systems, resorts, etc.) and so making it a bit more colorful and vivid helps in catching the eye. The other alternative the firm had before was Sketchup renderings (and I mean straight out of Sketchup, no Skindio) so I've been gradually remodeling the projects in Blender and putting them within context.
Good call on the texture saturation, though! I definitely have to keep my eye on that in some areas...
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Re: Simple Renderings Thread
Btw, slight update to my GH House entry. Still fighting with the composition and aspect ratio. I'm starting to think that maybe a heavy remodeling of the foreground tree and roots is in order to improve things.
Nick, make it go faster! Better! Stronger! I have too much fog and murky water!
Comments/crits much appreciated! The intent is a surreal, painterly image (http://www.reproarte.com/picture/Joseph ... 12996.html). I desperately need a break from typical arch. viz product shots so this one is for me me me.
EDIT: All textures are a mishmash of images from CGTextures.com. Best. Resource. Ever.
Nick, make it go faster! Better! Stronger! I have too much fog and murky water!
Comments/crits much appreciated! The intent is a surreal, painterly image (http://www.reproarte.com/picture/Joseph ... 12996.html). I desperately need a break from typical arch. viz product shots so this one is for me me me.
EDIT: All textures are a mishmash of images from CGTextures.com. Best. Resource. Ever.
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