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Re: Simple Renderings Thread

Posted: Mon Feb 01, 2016 12:06 pm
by Headroom
Yep. As I said it's a commissioned project. I will install the lamp in about three weeks in the Autodesk offices in Lake Oswego in Portland, Oregon.

I have moved 99% of my mechanical engineering to Fusion 360 because it's free for startups ( although I do own a license) and because it runs natively on a Mac and because it has some very promising concepts and features. For example try to create a T-Spline and add parametric mechanical features to it in any other software.






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Re: Simple Renderings Thread

Posted: Mon Feb 22, 2016 3:04 am
by OnoSendai
Nefertiti bust:

See http://nefertitihack.alloversky.com/

I added STL support so I can read the file.

Re: Simple Renderings Thread

Posted: Mon Feb 22, 2016 10:13 am
by Oscar J
Very cool Nick. Polycount? :shock:

Added STL to what? Skindigo?

Re: Simple Renderings Thread

Posted: Mon Feb 22, 2016 10:33 am
by OnoSendai
Oscar J wrote:Very cool Nick. Polycount? :shock:

Added STL to what? Skindigo?
Just over 2M tris I think. I wrote a little more about it here: http://www.indigorenderer.com/content/nefertiti-bust

I added STL support to Indigo, e.g. Indigo can now load STL files directly, much like it can load OBJ files.

Re: Simple Renderings Thread

Posted: Sat Apr 09, 2016 2:33 am
by Jay-ko
Hello guys,

I have a doubts about something, I have some flake artefacts in my scene only onto few leaves of trees.
I think this appear only on the leaves normal compared to the sun disk.

All leaves are in double sided thin material with diffuse material as sub mat (same in front and back)

I think it is because of the value of the roughness (front) I put 0.004.

It means any sens for you?

(5000 spp close-up)

Re: Simple Renderings Thread

Posted: Sat Apr 09, 2016 2:34 am
by OnoSendai
Roughness of 0.004 is way too low. That's like a mirror.

Re: Simple Renderings Thread

Posted: Sat Apr 09, 2016 3:51 am
by PureSpider
In indigo, roughness doesn't go from 0 to 1 unlike in other renderers.
Roughness of 0 means it's a mirror, while higher values mean increasing roughness, getting closer to diffuse.

Re: Simple Renderings Thread

Posted: Sat Apr 09, 2016 5:09 am
by OnoSendai
PureSpider wrote:In indigo, roughness doesn't go from 0 to 1 unlike in other renderers.
Roughness of 0 means it's a mirror, while higher values mean increasing roughness, getting closer to diffuse.
Actually it does for double-sided thin.

Re: Simple Renderings Thread

Posted: Tue Apr 12, 2016 5:12 am
by Jay-ko
Thank you, of course it is better like that :)

Re: Simple Renderings Thread

Posted: Tue Apr 12, 2016 5:25 am
by Oscar J
Looks quite photorealistic actually, but could use more contrast IMO. :) Or maybe this is just the look you're going for?

Re: Simple Renderings Thread

Posted: Tue Apr 12, 2016 10:24 am
by Headroom
Just a very simple exercise to see how V4 would perform compared to the latest V3. about 15% more samples per second with BIDIR MLT.

The caustics turned out nice enough to hopefully qualify for a simple rendering ;-)

Re: Simple Renderings Thread

Posted: Tue Apr 12, 2016 10:29 am
by Oscar J
The caustics are super pretty! :shock:

Re: Simple Renderings Thread

Posted: Tue Apr 12, 2016 10:34 am
by Headroom
Thanks! The trick to nice caustic are many small light sources. As I was too lazy to set all that up myself I used the St.Peters dome light probe from here :

http://www.pauldebevec.com/Probes/

For the ring I used the ruby material from the mat db.The rest was done by Indigo.

Re: Simple Renderings Thread

Posted: Thu Apr 14, 2016 7:32 am
by vasco
Did a test with the new GPU render mode, rendered for 12 min on two GTX 960. had to raise supersampling to 8 to get rid of the fireflies.

Re: Simple Renderings Thread

Posted: Thu Apr 14, 2016 9:00 am
by Oscar J
Nice! When do we get to see this without watermarks? :)