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Re: Simple Renderings Thread

Posted: Fri Jun 28, 2013 5:59 am
by Oscar J
tarikb wrote:Some render that i work on :)
I think your sky is overexposed. Try to make it less bright by choosing a tonemapping with less contrast.

Re: Simple Renderings Thread

Posted: Fri Jun 28, 2013 6:27 am
by Zom-B
vl_dm wrote:I composited the two images because the glass disappears with the fog material
lower the precedence of your Fog or raise the one of the glass. This value determines what material "cuts" into another.
A good example is a water filled glass, where the water mesh is modeled to overlap into the glass, but by having a lower precedence the glass cuts the water mesh inside and you get a gap free model that can render precisely :)

A great effect btw!

Re: Simple Renderings Thread

Posted: Fri Jun 28, 2013 8:13 am
by Polinalkrimizei
vl_dm wrote:Like a real one. It was fery funny focusing the image on the plane :)
So much win!!!
Awesome experiment/project :shock:

Re: Simple Renderings Thread

Posted: Sun Jun 30, 2013 10:06 pm
by vl_dm
Thanks for the coments! Thank you Zom-B for the tip I didn't know that

Re: Simple Renderings Thread

Posted: Thu Jul 04, 2013 3:25 pm
by vl_dm
Aventador with 4000 s/px - BiDir Mlt

Re: Simple Renderings Thread

Posted: Wed Jul 17, 2013 8:47 am
by CTZn
a nimble tripper

Re: Simple Renderings Thread

Posted: Wed Jul 17, 2013 10:19 am
by JK
This looks absolutely awesome CTZn :). What's nimble tripper btw? Can't find any good translation for this :)

Re: Simple Renderings Thread

Posted: Wed Jul 17, 2013 12:07 pm
by CTZn
ah that's right I made this up. Nothing nimble but limbo. Dystopia... huh dyslexia XD

Re: Simple Renderings Thread

Posted: Mon Jul 22, 2013 5:51 pm
by neo0.
Here is some of my recent work :)

Re: Simple Renderings Thread

Posted: Thu Jul 25, 2013 1:04 pm
by PowerMax
Under water test with bump map
im1374693320.jpg

Re: Simple Renderings Thread

Posted: Sun Jul 28, 2013 6:51 am
by tremo
Kitchen design render. I am grateful for advice.

Re: Simple Renderings Thread

Posted: Sun Jul 28, 2013 9:38 am
by CTZn
probably a punctual light to generate highlights would not hurt tremo

edit: on a second look there are highlights, fair enough. You could try exponent maps, then.

Re: Simple Renderings Thread

Posted: Mon Jul 29, 2013 7:44 am
by tremo
Thanks CTZn,

I want to try it. Which is more important exponent map for furniture or for the walls? Or both?

You can see the that the room has no ceiling and the scene was illuminated with white background?

Re: Simple Renderings Thread

Posted: Mon Jul 29, 2013 8:30 am
by CTZn
tremo wrote:Thanks CTZn,

I want to try it. Which is more important exponent map for furniture or for the walls? Or both?

You can see the that the room has no ceiling and the scene was illuminated with white background?
Ah no, I really thought you were using an emitting ceiling, good one.

On exponent maps: for realism, both ideally since perfectly clean surfaces are simply not realistic. It also depends on what you want to convey with the image.

edit: oh and finally exponent maps can also be about subtelty.

Re: Simple Renderings Thread

Posted: Mon Jul 29, 2013 9:51 am
by Headroom
tremo wrote:Thanks CTZn,

I want to try it. Which is more important exponent map for furniture or for the walls? Or both?

You can see the that the room has no ceiling and the scene was illuminated with white background?
Aha! Thats what makes it look so flat and boring, despite the promising interior. Spend some time on lighting as well, perhaps even before you start with more detailed wrk on the surfaces. When the lighting is this flat and homogenous you'd have to use exaggerated values for exponent maps to see an effect.