Page 239 of 295

Re: Simple Renderings Thread

Posted: Sat Nov 17, 2012 1:25 am
by Maya26
First post here..
Image

tips & comments are welcome

Re: Simple Renderings Thread

Posted: Sat Nov 17, 2012 8:22 pm
by Zom-B
Maya26 wrote:tips & comments are welcome
Looks like a nice displacement test scene :)
But I would suggest to raise Indigos Subdivision even further!
Set Subdiv parameters to "view dependent", by that you only subdiv areas of the mesh that are in camera view and save a lot of RAM, also use the Pixel threshold, that takes care that no polygone gets subdived that is smaller then the size of Pixel you set here. But beware that this Pixel value is aiming at the internal resolution you work in, so before super sampling is applied. A Supersampling of 3 tells you that the image is renderd internally 300% of your output size, so a Pixel threshold of 3 would be only 1 pixel for your output image. I usually set it to 1,5*Supersampling value :)

If you wanna double-check how much your scene is subdived go in your material during rendering in the Indigo GUI, set it to Diffuse, and in the bottom of the material settings you got a checkbox "colored triangles" or so, hit that for some visual feedback on Subdiv!

Also beware that if your Displacement map is grey (RGB 128) centered, so that area stay "not moved", then you need to tweak your A, B and C setting like that:

C= (B/2)*-1

So lets say if B is 0.004 then C needs to be -0.002.
Otherwise you displacements moves the mesh only in normal direction for each pixel that is brighter then pure black...

Last but not least is the quite important information about how to set gamma for the texture:
If you have a Black and white map that is in saved as RGB your gamma needs to be @ 1.
If you have a grayscale image that is saved as one, the gamma needs to be 0.656565
to have the center zero point of displacement at 128.
Using grayscale images for displacement (also Exponent, bump & Blend etc.) is to prefer, it saves you a lot of RAM since Indigo loads the textures as RAW pixeldata into the system memory.

Re: Simple Renderings Thread

Posted: Sun Nov 18, 2012 12:44 am
by Maya26
Zom-B wrote:
Maya26 wrote:tips & comments are welcome
Looks like a nice displacement test scene :)
But I would suggest to raise Indigos Subdivision even further!
Set Subdiv parameters to "view dependent", by that you only subdiv areas of the mesh that are in camera view and save a lot of RAM, also use the Pixel threshold, that takes care that no polygone gets subdived that is smaller then the size of Pixel you set here. But beware that this Pixel value is aiming at the internal resolution you work in, so before super sampling is applied. A Supersampling of 3 tells you that the image is renderd internally 300% of your output size, so a Pixel threshold of 3 would be only 1 pixel for your output image. I usually set it to 1,5*Supersampling value :)

If you wanna double-check how much your scene is subdived go in your material during rendering in the Indigo GUI, set it to Diffuse, and in the bottom of the material settings you got a checkbox "colored triangles" or so, hit that for some visual feedback on Subdiv!

Also beware that if your Displacement map is grey (RGB 128) centered, so that area stay "not moved", then you need to tweak your A, B and C setting like that:

C= (B/2)*-1

So lets say if B is 0.004 then C needs to be -0.002.
Otherwise you displacements moves the mesh only in normal direction for each pixel that is brighter then pure black...


Thanks a LOT Zom B!
all your comments will be noted.. :)

Re: Simple Renderings Thread

Posted: Sun Nov 18, 2012 8:08 am
by Polinalkrimizei
Hey Glare,

please put Zom-B's post directly in the manual. I found myself searching for this kind of info in various forums, which works, but is quite tedious.

Krass was Du ganz nebenbei so alles raushaust, Zom-B, danke!

Re: Simple Renderings Thread

Posted: Sun Nov 18, 2012 8:36 am
by cotty
Polinalkrimizei wrote:Hey Glare,

please put Zom-B's post directly in the manual. I found myself searching for this kind of info in various forums, which works, but is quite tedious.
Someone should start a "Best of Zom-B tipps and tricks" thread :wink:
Polinalkrimizei wrote:Krass was Du ganz nebenbei so alles raushaust, Zom-B, danke!
Auch mein Gedanke.

Re: Simple Renderings Thread

Posted: Sun Nov 18, 2012 10:56 am
by Zom-B
cotty wrote:
Polinalkrimizei wrote:Krass was Du ganz nebenbei so alles raushaust, Zom-B, danke!
Auch mein Gedanke.
you a welcome guys :)
Polinalkrimizei wrote:Someone should start a "Best of Zom-B tipps and tricks" thread :wink:
I actually have some never released old Tips & Tricks textfile floating on my HDD -.-'

I also just updated the text above with some gamma info, to have a all round package :)

Re: Simple Renderings Thread

Posted: Mon Nov 19, 2012 9:56 pm
by wlf_alex
Next CindigoGreenpeace - test :D

jast Cinema 4d hair...

Image

regards

Simple Renderings Thread

Posted: Tue Nov 20, 2012 1:07 am
by zeitmeister
Great result!!!
Could you please Share your HAIR settings?

Re: Simple Renderings Thread

Posted: Tue Nov 20, 2012 2:55 am
by sandidolsak
Hey guys, I was flirting with this render engine for the past week, have to say it awesome, the integration with c4d is great!

anyway this are my first simple tests:

https://dl.dropbox.com/u/1564440/Cindigo_Lamps0052.png
https://dl.dropbox.com/u/1564440/Cindigo_Grass0023.png

if I may ask here, is indigo even used for animations, couldn't find anything but tests on youtube...

and wlf_alex, I would really like to know how did you create backlit material for grass? =)

Cheers guys

Re: Simple Renderings Thread

Posted: Tue Nov 20, 2012 5:00 am
by Zom-B
sandidolsak wrote:Hey guys, I was flirting with this render engine for the past week...
That flirt looks quite serious, keep em coming :)
sandidolsak wrote:if I may ask here, is indigo even used for animations, couldn't find anything but tests on youtube...
I already did some Animations with Indigo, you can see some here, here and here. I just have some more in the pipeline :)
As long as you do non interiors like studio setups, HDRI lit and exteriors it works out quite nice with the help of some potent temporal denoiser....
sandidolsak wrote:and wlf_alex, I would really like to know how did you create backlit material for grass? =)
You can blend your phong material with diffuse-transmitter to achive that. But we all eagerly await the next beta round where we'll hopefully get double sided material :)

Re: Simple Renderings Thread

Posted: Tue Nov 20, 2012 9:33 am
by sandidolsak
Zom-B wrote:That flirt looks quite serious, keep em coming :)
heh, sure!
Zom-B wrote:I already did some Animations with Indigo, you can see some here, here and here. I just have some more in the pipeline :)
As long as you do non interiors like studio setups, HDRI lit and exteriors it works out quite nice with the help of some potent temporal denoiser....
Nice stuff there! ...so for now some production value stuff means more or less a renderfarm =)
Zom-B wrote:You can blend your phong material with diffuse-transmitter to achive that. But we all eagerly await the next beta round where we'll hopefully get double sided material :)
Thanks for the tip, I tried that but result had a lot of "fireflies" all over the grass and walls, so I thought there was something wrong... will try leave it to clear this time then =)

Reading trough forums seems like there is a very short development cycle here, very promising!

Cheers

Re: Simple Renderings Thread

Posted: Tue Nov 20, 2012 9:22 pm
by wlf_alex
Hola amigos ! :)

I dont use blend material for grass. Jast simple phong material. And i waiting for double sided material as well.

I attached a scene file.

regards...

Re: Simple Renderings Thread

Posted: Fri Nov 23, 2012 1:55 am
by bubs
Archviz cliche I know, but I thought I'd have a go at one of my favoirite buildings as a learning exercise.

My first attempt at (a very small bit) of Louis Kahn Salk Institute, possiblly the start of a series... time depending...

Re: Simple Renderings Thread

Posted: Fri Nov 23, 2012 2:39 am
by pixie
bubs wrote:Archviz cliche I know, but I thought I'd have a go at one of my favoirite buildings as a learning exercise.

My first attempt at (a very small bit) of Louis Kahn Salk Institute, possiblly the start of a series... time depending...
I love the concrete but the metals is not as good. It remindes me of sketchup metals

Re: Simple Renderings Thread

Posted: Fri Nov 23, 2012 2:54 am
by bubs
Yeah, it's the galvanised steel material from the database, it looks very repeated... There's pleanty of other things to change too, I'll add it to the list! :wink: