Simple Renderings Thread

Get feedback from others on your works in progress
Stromberg
Posts: 693
Joined: Mon Mar 02, 2009 5:01 am
Location: Norway
Contact:

Re: Simple Renderings Thread

Post by Stromberg » Thu May 14, 2009 8:09 am

The gold medals(bling) looks realy good :D

User avatar
Camox
2nd Place Winner
Posts: 587
Joined: Sat Aug 05, 2006 5:28 am
Location: Berlin Germany
Contact:

Re: Simple Renderings Thread

Post by Camox » Fri May 15, 2009 2:23 am

A little retro shoot. :) I will be at the scene even more work.
rt: 4h indigo 1.1.18
Attachments
retro.jpg
retro.jpg (211.84 KiB) Viewed 1960 times

User avatar
Pibuz
1st Place 100
Posts: 2645
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: Simple Renderings Thread

Post by Pibuz » Fri May 15, 2009 2:26 am

Pretty cool!
I see a little diffraction, is that correct?
How did you apply that?

User avatar
Peterchen
Posts: 11
Joined: Wed May 13, 2009 7:23 am

Re: Simple Renderings Thread

Post by Peterchen » Fri May 15, 2009 4:14 am

Thanks for the replies!
Borgleader wrote:The first two are awesome :) What was the fluid sim done with?
It was done in Blender 2.48. Each of the small pics were rendered in 1440x900, I didn't want to explode this forum but in the attachment is my favourite. It shows a drop getting hit by a drop, it was a pain to get the timing right. It could look a lot better with more fiddling and more fluid-sim-resolution, my water bassin is not deep enough so the first drop doesn't jump that hight.

@pibuz: it is water.igm from the material database. I forgot what genious created it, but it uses tabulated spectrums for absorption coefficient and scattering coefficient. cauchy b is 0.003.

@ camox: Awesome picture and FANTASTIC carpet!!! looks so cool and fluffy! how did you do that? great angle and great mood. My only criticism is that the stones in the background look a little flat, that might be because of the low resolution also.
Attachments
Wasser8_filtered2.jpg
Wasser8_filtered2.jpg (266.15 KiB) Viewed 1933 times
Last edited by Peterchen on Fri May 15, 2009 4:34 am, edited 1 time in total.

User avatar
Camox
2nd Place Winner
Posts: 587
Joined: Sat Aug 05, 2006 5:28 am
Location: Berlin Germany
Contact:

Re: Simple Renderings Thread

Post by Camox » Fri May 15, 2009 4:27 am

@peterchen
Thx, i have the carpet with a hair plugin for cinema made. The stones in the background have a displacement map. Do the settings again revised. I am still working on it. :)

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Re: Simple Renderings Thread

Post by suvakas » Fri May 15, 2009 8:13 am

Hmm...donuts.. :)
Attachments
donuts.jpg
donuts.jpg (127.42 KiB) Viewed 1879 times

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Re: Simple Renderings Thread

Post by Borgleader » Fri May 15, 2009 8:48 am

The first one is great...the reason i dont like the second one so much is that the texture has a seam in the center and it bugs me XD

But nice work anyway :)
benn hired a mercenary to kill my sig...

User avatar
Phr0stByte
Posts: 395
Joined: Wed Nov 22, 2006 5:07 am
Location: Centreville, VA
Contact:

Re: Simple Renderings Thread

Post by Phr0stByte » Fri May 15, 2009 8:57 am

I like the first one too - looks like candy.

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Re: Simple Renderings Thread

Post by suvakas » Fri May 15, 2009 8:58 am

Haha, thanks... nevermind the seam..it's just the random crap I'm constantly producing while testing Maxigo code. Just picking maps randomly. The 2nd donut has like 4 different blend materials and 2 different UV channels. The most important thing is, that it works. Blends inside blends are working. Yay !! :D

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Re: Simple Renderings Thread

Post by Borgleader » Fri May 15, 2009 9:01 am

suvakas wrote:Haha, thanks... nevermind the seam..it's just the random crap I'm constantly producing while testing Maxigo code. Just picking maps randomly. The 2nd donut has like 4 different blend materials and 2 different UV channels. The most important thing is, that it works. Blends inside blends are working. Yay !! :D
Can we have an idea of what you blended with what? :wink:
benn hired a mercenary to kill my sig...

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Re: Simple Renderings Thread

Post by suvakas » Fri May 15, 2009 9:10 am

Borgleader wrote:Can we have an idea of what you blended with what? :wink:
Sure..checked it out extra for you.. There are actually 6 blends, the base material is the same as for 1st donut...so..

Blend 1 = Orange + Green using a gradient map
Blend 2 = Blend 1 + Blue using a gradient map
Blend 3 = Phong + Null
Blend 4 = Blend 2 + Blend 3 using a checker map
Blend 5 = Blend 2 + Blend 4 using a checker map
Blend 6 = Blend 4 + White using Indigo Logo

I hope I got everything right :wink:
Last edited by suvakas on Fri May 15, 2009 9:24 am, edited 2 times in total.

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Re: Simple Renderings Thread

Post by Borgleader » Fri May 15, 2009 9:17 am

Why phong + null? I mean if i got it right the phong + null blend is where you get the transparent of your mesh from and...the checker map is used to determing the trasparent and colored parts.

Why not use transparent specular instead of phong + null? (or did you mean to test the combo)
benn hired a mercenary to kill my sig...

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Re: Simple Renderings Thread

Post by suvakas » Fri May 15, 2009 9:20 am

It renders faster than true specular. Phong is for reflections. Null is for transparency. If you look closer, then you can see the reflections on the "transparent" part.

[edit]
I edited the Blend list. There are actually 6 blends. Phong is blended with null and those 2 are blended with others using a checker. I missed that before.
Last edited by suvakas on Fri May 15, 2009 9:23 am, edited 1 time in total.

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Re: Simple Renderings Thread

Post by Borgleader » Fri May 15, 2009 9:22 am

suvakas wrote:It renders faster than true specular. Phong is for reflections. Null is for transparency. If you look closer, then you can see the reflections on the "transparent" part.
Oh well thats a neat trick...I didnt know that phong/null renderer faster ^.^
benn hired a mercenary to kill my sig...

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: Simple Renderings Thread

Post by CTZn » Fri May 15, 2009 10:04 am

aka "ghost glass", or "architectural glass" ;)
obsolete asset

Post Reply
4420 posts

Who is online

Users browsing this forum: No registered users and 1 guest