Simple Renderings Thread

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Latetzki
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Re: Simple Renderings Thread

Post by Latetzki » Mon Feb 08, 2010 6:38 am

Godzilla wrote:Quote by Pibuz, image by Suvakas.

Basically "exit portal" is a simple shader which assigns no physical properties to the surface which is applied to: it only acts as an "open window" to the environment.
Let's make it clearer. In you render the sky is all around your geometry. An exit portal placed in the right place could just "erase" all the light of the environment EXCEPTED the one which enters your room through the door. This will really speed up the convergence of your image: you won't have more samples per pixel, as far as I know, but you'll get to have less noise in a same amount of time.

You're wondering how to use such a fantastic tool?
Just model a rectangle outside the window. Make sure that it covers the entire hole you cut in the wall to host the window. Assign a colour to that rectangle, and make it an EXIT PORTAL through your application's plugin. Done!
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Should the rectangle have eight edges or four?

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Re: Simple Renderings Thread

Post by Godzilla » Mon Feb 08, 2010 6:48 am

Doesn't matter. You can have as many exit portals as you need in any shape you need, just make sure the normals are facing towards the camera. :wink:
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Re: Simple Renderings Thread

Post by pixie » Mon Feb 08, 2010 10:21 am

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Re: Simple Renderings Thread

Post by Soup » Mon Feb 08, 2010 10:32 am

Thanks for those images and text Godzilla, added to the manual ;)

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Re: Simple Renderings Thread

Post by Godzilla » Mon Feb 08, 2010 10:33 am

Soup wrote:Thanks for those images and text Godzilla, added to the manual ;)
Don't thank me, thank Pibuz and Suvakas.

You re-worded it, I hope? :wink:
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Re: Simple Renderings Thread

Post by Latetzki » Tue Feb 09, 2010 7:30 am

Custom AK-47s Kalašnikov with Silencer. I did that in about 2 days. Render took ~2 hours.

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4 hours later...

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Re: Simple Renderings Thread

Post by ieatfish » Tue Feb 09, 2010 12:16 pm

Here is one I just did to mess around with some materials. Anyone have any tips on how to make the sphere's more spherical? Any other input?

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Re: Simple Renderings Thread

Post by Borgleader » Tue Feb 09, 2010 12:27 pm

Increase the subdivision amount? Or wasnt there a "built-in" sphere primitive?
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Re: Simple Renderings Thread

Post by ieatfish » Tue Feb 09, 2010 1:20 pm

Borgleader wrote:Increase the subdivision amount? Or wasnt there a "built-in" sphere primitive?
I had just grabbed the sphere from google's warehouse. So it was already pretty low quality.
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Re: Simple Renderings Thread

Post by Godzilla » Tue Feb 09, 2010 1:27 pm

Try increasing the subdivisions in Skindigo.
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Re: Simple Renderings Thread

Post by ieatfish » Wed Feb 10, 2010 12:48 am

Subdivisions didn't change much though I was probably doing it wrong. I ended up finding a higher quality sphere. The balls from small to large are glass, red wine, wax. Cooked overnight to remove noise but was 'good enough' after an hour or so.
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Re: Simple Renderings Thread

Post by fenerolina » Wed Feb 10, 2010 6:34 am

ieatfish:
There's a free plugin in SkUp called sphere tool that allows you to draw spheres in a plis plas: Once installed, select it in "draw" and before drawing it input/increase the number of segments..

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Re: Simple Renderings Thread

Post by Zom-B » Wed Feb 10, 2010 6:45 am

ieatfish wrote:Subdivisions didn't change much though I was probably doing it wrong.
You could also use the Indigo Subdivision feature with rounding activated, this should help here too :)
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Re: Simple Renderings Thread

Post by ieatfish » Wed Feb 10, 2010 7:47 am

fenerolina wrote:ieatfish:
There's a free plugin in SkUp called sphere tool that allows you to draw spheres in a plis plas: Once installed, select it in "draw" and before drawing it input/increase the number of segments..
I found one of those tools but every time I would go over 30 faces or whatever the setting is I would get open circles on the top and bottom. It wouldn't finish the sphere. :|
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Re: Simple Renderings Thread

Post by Whaat » Wed Feb 10, 2010 8:51 am

Make the sphere object a 'component' and rename the definition to 'IndigoSphere'. Then, SkIndigo will export a perfect sphere primitive. The sphere will use whatever material that is applied to the component instance, not the material that is applied to the faces. If you have more questions about this, send me a PM. :)

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