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Re: Simple Renderings Thread

Posted: Sat Feb 27, 2010 11:22 am
by Polinalkrimizei
I would have believed you if you said this was a reference photo.

Re: Simple Renderings Thread

Posted: Sat Feb 27, 2010 11:33 am
by fused
SmartDen wrote:just a little test with Blender particles
Image
whoa, den. sick.

Re: Simple Renderings Thread

Posted: Sun Feb 28, 2010 5:58 am
by zed_pmd
it's my latest speed rendering for fun ;)

Re: Simple Renderings Thread

Posted: Sun Feb 28, 2010 6:55 am
by Polinalkrimizei
OMG they're alive! :shock:

Re: Simple Renderings Thread

Posted: Mon Mar 01, 2010 1:17 am
by hcpiter
Hello !
My first post here :)
Play with water and tomato:

Image

Thanks
Piotr

Re: Simple Renderings Thread

Posted: Mon Mar 01, 2010 1:57 am
by pixie
hcpiter wrote:Hello !
My first post here :)
Play with water and tomato:
Great choice of colours, congrats! :)

Re: Simple Renderings Thread

Posted: Mon Mar 01, 2010 2:08 am
by Meelis
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

Re: Simple Renderings Thread

Posted: Mon Mar 01, 2010 3:51 pm
by Soup
@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 :)

Re: Simple Renderings Thread

Posted: Tue Mar 02, 2010 5:55 am
by SmartDen
@Meelis I don't think it possible in Blender. Maybe other software..

@All Thanks for comments

Re: Simple Renderings Thread

Posted: Tue Mar 02, 2010 6:00 pm
by Jeff
Just decided to post some progress renders from my wip thread at the architectural visualization challenge. http://www.ronenbekerman.com/forums/gh- ... -jeff.html

Re: Simple Renderings Thread

Posted: Tue Mar 02, 2010 6:13 pm
by Polinalkrimizei
@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!

Re: Simple Renderings Thread

Posted: Tue Mar 02, 2010 10:03 pm
by CTZn
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)...

Re: Simple Renderings Thread

Posted: Tue Mar 02, 2010 11:52 pm
by fenerolina
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.

Re: Simple Renderings Thread

Posted: Wed Mar 03, 2010 12:37 am
by StompinTom
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.
Thanks CTZn!

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...

Re: Simple Renderings Thread

Posted: Wed Mar 03, 2010 12:50 am
by StompinTom
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.