Simple Renderings Thread

Get feedback from others on your works in progress
User avatar
arc en ciel
Posts: 138
Joined: Tue Apr 12, 2016 2:33 am

Re: Simple Renderings Thread

Post by arc en ciel » Wed Jun 01, 2016 7:04 am

kodakchrome 64 tone mapped
Image
Image

User avatar
Oscar J
1st Place Winner
Posts: 2173
Joined: Sat Mar 31, 2012 3:47 am
Location: Gothenburg, Sweden
3D Software: Blender

Re: Simple Renderings Thread

Post by Oscar J » Wed Jun 01, 2016 7:16 am

Hehe cool, nice caustics! Needs to cook for a little longer though, also I believe that second pic isn't in full size?

User avatar
arc en ciel
Posts: 138
Joined: Tue Apr 12, 2016 2:33 am

Re: Simple Renderings Thread

Post by arc en ciel » Wed Jun 01, 2016 10:13 am

image updated for ray version : logo look better :D

gpu rendering
kodakchrome 64 and 25 tonemapped
Image
Image
Zbrush and fibermesh test

User avatar
arc en ciel
Posts: 138
Joined: Tue Apr 12, 2016 2:33 am

Re: Simple Renderings Thread

Post by arc en ciel » Sat Jul 02, 2016 12:23 pm

hello

playing with sloppy coating ISL, I found a way to have a result like AO effect or solarize in a certain way
I try the code in exponent when coupled with phong, in sigma when coating is coupled with oren nayar

Code: Select all

def eval(vec3 pos) real :
let
	c = clamp(meanCurvature(), 0, 1000)
	z = normalWS().z * 0.15
	z2 = z * z
in
	if (z > 0, z, z2) * (noise01(pos))+ (c * (0.5/512))
Original code by fused
Attachments
solarizeMetalExponent.igm
(2.54 KiB) Downloaded 101 times
sloppyCoatingTest1.jpg
sloppyCoatingTest.jpg

User avatar
pixie
Indigo 100
Posts: 2215
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
Contact:

Re: Simple Renderings Thread

Post by pixie » Sat Jul 02, 2016 9:36 pm

arc en ciel wrote:image updated for ray version : logo look better :D

gpu rendering
kodakchrome 64 and 25 tonemapped
Image
Image
Zbrush and fibermesh test
it remind me of a kind of puppets we used to make with paper!.
Attachments
8922b9b73c09ffe19d2de341c400e5a9.jpg
f051260f3b4cbecfde1f79ea40524a9b.jpg

User avatar
pixie
Indigo 100
Posts: 2215
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
Contact:

Re: Simple Renderings Thread

Post by pixie » Wed Jul 06, 2016 5:46 am

A few experiments with Mossy Rock and also Snowy Rock although not shown, from Weathered by time - damaged by water - procedural only by arc en ciel. I liked a lot his own results, so I tried something akin to it. ISL is amazing!!!
Attachments
bustos2.jpg
bustos.jpg

User avatar
Zalevskiy
Posts: 188
Joined: Thu Jul 16, 2015 12:36 am
Location: Russian Federation

Re: Simple Renderings Thread

Post by Zalevskiy » Thu Jul 07, 2016 4:13 pm

gpu alternate black and white filter
Attachments
test_gpu.jpg
test.jpg

User avatar
arc en ciel
Posts: 138
Joined: Tue Apr 12, 2016 2:33 am

Re: Simple Renderings Thread

Post by arc en ciel » Tue Jul 19, 2016 7:27 pm

yo,
I rendered some images for a rendering engine comparison on the site : http://frenchcinema4d.fr/
the scenes were provided
Image
Image
Image
Image
Image
Image

FakeShamus
Posts: 508
Joined: Wed May 02, 2007 11:34 am

Re: Simple Renderings Thread

Post by FakeShamus » Tue Jul 26, 2016 2:37 am

first time adding something to this epic thread!
I started this as a trial for this quartz material, then realized the effect had a lot to do with how the object was modeled, so that became a whole different set of things to work out. it took a long time to clear up, but the result is not bad!
Attachments
quartz 2016 3.jpg

User avatar
OnoSendai
Developer
Posts: 6180
Joined: Sat May 20, 2006 6:16 pm
Location: Newcastle upon Tyne, UK
Contact:

Re: Simple Renderings Thread

Post by OnoSendai » Tue Jul 26, 2016 2:49 am

wow amazing, how did you do it?

FakeShamus
Posts: 508
Joined: Wed May 02, 2007 11:34 am

Re: Simple Renderings Thread

Post by FakeShamus » Tue Jul 26, 2016 3:20 am

the material is just glossy transparent, with fbm noise controlling the roughness and absorption layer color. the bump is ISL noise too. but I had to "crack" the shard in order for the bottom section to get interesting. so I made a rough-looking plane in blender and gave a it a tiny amount of thickness, then used it to do a difference boolean on the shard a bunch of times. so it went from a very simple model to a pretty complex one real quick.

User avatar
Originalplan®
Posts: 737
Joined: Sat Sep 26, 2015 8:58 pm
3D Software: Cinema 4D
Contact:

Re: Simple Renderings Thread

Post by Originalplan® » Tue Jul 26, 2016 7:46 am

FakeShamus wrote:first time adding something to this epic thread!
I started this as a trial for this quartz material, then realized the effect had a lot to do with how the object was modeled, so that became a whole different set of things to work out. it took a long time to clear up, but the result is not bad!
So cool!Good work!

User avatar
arc en ciel
Posts: 138
Joined: Tue Apr 12, 2016 2:33 am

Re: Simple Renderings Thread

Post by arc en ciel » Tue Jul 26, 2016 10:06 am

FakeShamus wrote:... from a very simple model to a pretty complex one real quick.
Smashing :!:

User avatar
arc en ciel
Posts: 138
Joined: Tue Apr 12, 2016 2:33 am

Re: Simple Renderings Thread

Post by arc en ciel » Sat Jul 30, 2016 5:39 am

sorry for double post
my first image with ies profile
Attachments
corbeilleFruits_ies.jpg

User avatar
arc en ciel
Posts: 138
Joined: Tue Apr 12, 2016 2:33 am

Re: Simple Renderings Thread

Post by arc en ciel » Fri Aug 05, 2016 6:49 pm

a car painted with ISL, a coating with phong in substrate using cartoon contour code mixed with noise in Color channel, (clouds by CTzN), 2 scatters

Code: Select all

def eval(vec3 pos) vec3 :
let
    line = (minCosTheta() < 0.015) || (meanCurvature()< - (pi() * 9.0))
in
	vec3(
	noise(meanCurvature() * 0.7),
	fbm(meanCurvature() * 0.005,5),
	noise(meanCurvature() * 0.003)
	)
+
    vec3(line ? noise01(0.001) : noise(0.05))
Attachments
Chevrolet1216.jpg

Post Reply
4420 posts

Who is online

Users browsing this forum: No registered users and 1 guest