Simple Renderings Thread
Re: Simple Renderings Thread
The gold medals(bling) looks realy good
Re: Simple Renderings Thread
A little retro shoot. I will be at the scene even more work.
rt: 4h indigo 1.1.18
rt: 4h indigo 1.1.18
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Re: Simple Renderings Thread
Pretty cool!
I see a little diffraction, is that correct?
How did you apply that?
I see a little diffraction, is that correct?
How did you apply that?
Re: Simple Renderings Thread
Thanks for the replies!
@pibuz: it is water.igm from the material database. I forgot what genious created it, but it uses tabulated spectrums for absorption coefficient and scattering coefficient. cauchy b is 0.003.
@ camox: Awesome picture and FANTASTIC carpet!!! looks so cool and fluffy! how did you do that? great angle and great mood. My only criticism is that the stones in the background look a little flat, that might be because of the low resolution also.
It was done in Blender 2.48. Each of the small pics were rendered in 1440x900, I didn't want to explode this forum but in the attachment is my favourite. It shows a drop getting hit by a drop, it was a pain to get the timing right. It could look a lot better with more fiddling and more fluid-sim-resolution, my water bassin is not deep enough so the first drop doesn't jump that hight.Borgleader wrote:The first two are awesome What was the fluid sim done with?
@pibuz: it is water.igm from the material database. I forgot what genious created it, but it uses tabulated spectrums for absorption coefficient and scattering coefficient. cauchy b is 0.003.
@ camox: Awesome picture and FANTASTIC carpet!!! looks so cool and fluffy! how did you do that? great angle and great mood. My only criticism is that the stones in the background look a little flat, that might be because of the low resolution also.
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Last edited by Peterchen on Fri May 15, 2009 4:34 am, edited 1 time in total.
Re: Simple Renderings Thread
@peterchen
Thx, i have the carpet with a hair plugin for cinema made. The stones in the background have a displacement map. Do the settings again revised. I am still working on it.
Thx, i have the carpet with a hair plugin for cinema made. The stones in the background have a displacement map. Do the settings again revised. I am still working on it.
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Re: Simple Renderings Thread
The first one is great...the reason i dont like the second one so much is that the texture has a seam in the center and it bugs me XD
But nice work anyway
But nice work anyway
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Re: Simple Renderings Thread
I like the first one too - looks like candy.
Re: Simple Renderings Thread
Haha, thanks... nevermind the seam..it's just the random crap I'm constantly producing while testing Maxigo code. Just picking maps randomly. The 2nd donut has like 4 different blend materials and 2 different UV channels. The most important thing is, that it works. Blends inside blends are working. Yay !!
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Re: Simple Renderings Thread
Can we have an idea of what you blended with what?suvakas wrote:Haha, thanks... nevermind the seam..it's just the random crap I'm constantly producing while testing Maxigo code. Just picking maps randomly. The 2nd donut has like 4 different blend materials and 2 different UV channels. The most important thing is, that it works. Blends inside blends are working. Yay !!
benn hired a mercenary to kill my sig...
Re: Simple Renderings Thread
Sure..checked it out extra for you.. There are actually 6 blends, the base material is the same as for 1st donut...so..Borgleader wrote:Can we have an idea of what you blended with what?
Blend 1 = Orange + Green using a gradient map
Blend 2 = Blend 1 + Blue using a gradient map
Blend 3 = Phong + Null
Blend 4 = Blend 2 + Blend 3 using a checker map
Blend 5 = Blend 2 + Blend 4 using a checker map
Blend 6 = Blend 4 + White using Indigo Logo
I hope I got everything right
Last edited by suvakas on Fri May 15, 2009 9:24 am, edited 2 times in total.
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Re: Simple Renderings Thread
Why phong + null? I mean if i got it right the phong + null blend is where you get the transparent of your mesh from and...the checker map is used to determing the trasparent and colored parts.
Why not use transparent specular instead of phong + null? (or did you mean to test the combo)
Why not use transparent specular instead of phong + null? (or did you mean to test the combo)
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Re: Simple Renderings Thread
It renders faster than true specular. Phong is for reflections. Null is for transparency. If you look closer, then you can see the reflections on the "transparent" part.
[edit]
I edited the Blend list. There are actually 6 blends. Phong is blended with null and those 2 are blended with others using a checker. I missed that before.
[edit]
I edited the Blend list. There are actually 6 blends. Phong is blended with null and those 2 are blended with others using a checker. I missed that before.
Last edited by suvakas on Fri May 15, 2009 9:23 am, edited 1 time in total.
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Re: Simple Renderings Thread
Oh well thats a neat trick...I didnt know that phong/null renderer faster ^.^suvakas wrote:It renders faster than true specular. Phong is for reflections. Null is for transparency. If you look closer, then you can see the reflections on the "transparent" part.
benn hired a mercenary to kill my sig...
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