Simple Renderings Thread

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pixie
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Re: Simple Renderings Thread

Post by pixie » Thu Oct 28, 2010 9:52 pm

zeitmeister wrote:Hey pixie,

I tried it too with the mirror-ball, but no matter what I'm doing I get blurred results.
Would you mind to share your mirror ball material, and your exact f-stop and exposure duration settings?

Thank you very much!
You have to mess with the igs itself:

Code: Select all

<aperture_radius>0.000001</aperture_radius>
This should do the trick, as for the exposure_duration tag it's relative to the amount of light your scene has, but let's say for the sake of it you start with 1, yet it's pitch black, what you have to do is in indigo to grow the EV adjust value so that you find the correct balance, then for each EV you'll double the duration:

EV: 5
exposure will be: 1 2 4 8 16 32

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Re: Simple Renderings Thread

Post by zeitmeister » Thu Oct 28, 2010 10:39 pm

Ah, these are great tipps...
thank you very much; I'll try it!
Cheers, David



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Re: Simple Renderings Thread

Post by dcm » Fri Oct 29, 2010 7:10 pm

beige.jpg

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Re: Simple Renderings Thread

Post by Impulse » Sat Oct 30, 2010 9:34 pm

Mies.. :D
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Mies-06.jpg
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Re: Simple Renderings Thread

Post by matsta » Sat Oct 30, 2010 11:03 pm

First one rocked my socks right off!

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Re: Simple Renderings Thread

Post by ritter » Sat Oct 30, 2010 11:53 pm

Impulse wrote:Mies.. :D
No,.....allererste Sahne. :mrgreen:

regards axel

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Re: Simple Renderings Thread

Post by CTZn » Sun Oct 31, 2010 4:59 am

Astounding textures and model overall Impulse.

Isn't the exponent to high for the leather material (too shiny) ? That didn't appear to me but in the third pic.

How about introducing a very fainted Oren-Nayar to underline bump better ? Wait, that Oren-Nayar thing is theorical 8)

dcm: keep them coming ;)
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Re: Simple Renderings Thread

Post by OnoSendai » Sun Oct 31, 2010 1:05 pm

Very nice renderings DCM and Impulse!

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Re: Simple Renderings Thread

Post by Zom-B » Fri Nov 05, 2010 4:59 am

Based on this free available data I tried to get a head rendered in Indigo. I used a blend of 2 phong materials, with low IOR vs high IOR. No SSS was harmed in this rendering... I give it a try with SSS at some later point. IOR & Exponent is a little to high for my taste...
head v1_5.jpg
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Re: Simple Renderings Thread

Post by compadrelucas » Fri Nov 05, 2010 5:34 am

don't like the guy'ss haircut.

:P

seriously. amazing. some fo the best skins I've seen. Maybe I haven't seen enough? do you have other human skin examples to compare it to?

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Re: Simple Renderings Thread

Post by pixie » Fri Nov 05, 2010 6:08 am

Zom-B wrote:Based on this free available data I tried to get a head rendered in Indigo. I used a blend of 2 phong materials, with low IOR vs high IOR. No SSS was harmed in this rendering... I give it a try with SSS at some later point. IOR & Exponent is a little to high for my taste...
head v1_5.jpg
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Re: Simple Renderings Thread

Post by Borgleader » Fri Nov 05, 2010 6:24 am

pixie wrote:
Zom-B wrote:Based on this free available data I tried to get a head rendered in Indigo. I used a blend of 2 phong materials, with low IOR vs high IOR. No SSS was harmed in this rendering... I give it a try with SSS at some later point. IOR & Exponent is a little to high for my taste...
head v1_5.jpg
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Re: Simple Renderings Thread

Post by CTZn » Fri Nov 05, 2010 6:51 am

If you want to give sss a try you should consider modeling what's beneath dermis as rosee-ish tinted, light gray mass. If you dont it will be hard to have an accurate effect.

You can use a lower (sculpted ?) subdivision mesh with a constant negative displacement on it. If it's not too much trouble to set up it should definitly look better than without !
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Re: Simple Renderings Thread

Post by Zom-B » Fri Nov 05, 2010 7:13 am

Thanks for the comments guys... but remember, I just threw the provided files into Indigo. Only some texture & material magic was done by me!
compadrelucas wrote:don't like the guy's haircut.
A so called well-arranged Haircut, easy to maintain and quite near to my actual involuntary hairstyle ;)
compadrelucas wrote:seriously. amazing. some fo the best skins I've seen. Maybe I haven't seen enough? do you have other human skin examples to compare it to?
The provided data has only one diffuse map, normal map, Displacement map and a DUDV map. Everybody is free to give it a try!
I had to do a map for blending 2 skins together by mixing maps in PS.
Biggest problem here is that Indigo only supports 0 to 1 displacement map, not a "centralized" -1 to +1mapping.
Afaik this could be done in ISL, I need to ask fused if he could do some Cindigo magic here with a simple checkbox :)
CTZn wrote:If you want to give sss a try you should consider modeling what's beneath dermis as rosee-ish tinted, light gray mass. If you dont it will be hard to have an accurate effect.
You can use a lower (sculpted ?) subdivision mesh with a constant negative displacement on it. If it's not too much trouble to set up it should definitely look better than without !
Yes, this procedure is quite some pain in the a**! Rendertimes are also hilarious... I played with this long time ago, with cubes, spheres etc. Also no diffuse colormap is usable with this dermis/epidermis model!
A one material Skin material would be the way to go here.

Anyway, there are a lot more important fixes, features etc. for Indigo then this very, very rarely used feature! :)
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Re: Simple Renderings Thread

Post by pixie » Fri Nov 05, 2010 9:42 am

A simple studio setup for material purposes
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