simple blender tests

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Labello
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simple blender tests

Post by Labello » Sat Mar 08, 2008 2:47 am

Hey Dudes!

As u might know i'm still trying to get rid of Blender and Blendigo so i have got to test and experiment a lot! i just want to show u some results... nothing really awesome or whatever...
Attachments
caustics.jpg
caustics.jpg (73.26 KiB) Viewed 4473 times
manuzimmer.jpg
manuzimmer.jpg (52.02 KiB) Viewed 4473 times
spaltung.jpg
spaltung.jpg (84.38 KiB) Viewed 4473 times

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drBouvierLeduc
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Post by drBouvierLeduc » Sat Mar 08, 2008 5:13 am

The second one is really good for a test. Add some furniture and you'll have a neat scene.

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Labello
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Post by Labello » Sat Mar 08, 2008 5:32 am

Thanks!

that is my target... but i still have got to practise. so whil i am working on the scene with the room i have got to achieve the needed skills.
its the room oy my girlfriend.

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JaMon_3D
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Post by JaMon_3D » Sun Mar 09, 2008 1:38 pm

Hi Labello,

Room design from the second one is nice.
But the caustics from the three one, really interesting!
Could you please be so kind to share the materials and light properties?

I have migrated from 3dsMax to Blender (hard process by now :lol: ) and still can't produce caustics like image three...

Thanks for your help,
J.

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Labello
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Post by Labello » Sun Mar 09, 2008 9:20 pm

@JaMon:

At first there should be mentioned that transparent materials are influenced by the global world scale very much. the bigger your models are the less transparent the become, because the light has got to make a longer way through the material =)
<medium>
<name>Material</name>
<precedence>10</precedence>
<basic>
<ior>1.60838</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb> <rgb>0.237931 1.22445 0</rgb>
<gamma>2.2</gamma>
</rgb> </absorption_coefficient_spectrum>
</basic>
</medium>
<material>
<name>Material</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>Material</internal_medium_name>
</specular>
</material>

<medium>
<name>Material.002</name>
<precedence>10</precedence>
<basic>
<ior>1.60838</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb> <rgb>0 0.0926966 1.77594</rgb>
<gamma>2.2</gamma>
</rgb> </absorption_coefficient_spectrum>
</basic>
</medium>
<material>
<name>Material.002</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>Material.002</internal_medium_name>
</specular>
</material>

<medium>
<name>Material.001</name>
<precedence>10</precedence>
<basic>
<ior>1.60838</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb> <rgb>1.22681 0.909605 0</rgb>
<gamma>2.2</gamma>
</rgb> </absorption_coefficient_spectrum>
</basic>
</medium>
<material>
<name>Material.001</name>
<glossy_transparent>
<exponent>1e+06</exponent>
<internal_medium_name>Material.001</internal_medium_name>
</glossy_transparent>
</material>
The light is just a light emitting sphere^^


i also attached another test with some really crappy materials^^ 900 samples/pixel and still noisy...^^
Attachments
zahn.jpg
zahn.jpg (62.41 KiB) Viewed 4249 times

BbB
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Post by BbB » Sun Mar 09, 2008 9:35 pm

JaMon_3D
Make sure your light source is very small, otherwise the caustics will become so blurry as to be invisible. The smaller the light source, the sharper the caustics.

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JaMon_3D
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Post by JaMon_3D » Mon Mar 10, 2008 9:51 am

Hi Labello and BBB,

thanks a lot for share the materials and the tips about the size of the objects an light.
I think that it is my main problem with the renders; normally I'm using Blender "Sun" light or big emitter with big objets and I didn' obtain good/nice renders.

Can I ask you a couple of questions?

When you press "n" in blender to show the transform properties, if I have a Dim X / Y and Z for example of 0.005, Does this means 5 mm?

I have obtained better renders using a sphere emitter of this side...

Cheers,
JaMon

BbB
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Post by BbB » Mon Mar 10, 2008 10:10 am

On scale, you'll have to ask one of the blender experts. I seem to remember one Blender unit by default is one meter in Indigo (which I guess would make the Blender standard plane 2x2 meters).

Regarding your emitters, I would avoid a sphere. It's always faster to make your emitters as basic as possible. A simple plane most of the times. Otherwise you'll be shooting lots of un-needed rays all over the place and that will slow you down.

sunlight caustics work fine but they're also slow to show up.

Also, check CoolColJ's test thread for good renderer settings for caustics.

doublez
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Post by doublez » Mon Mar 10, 2008 11:47 am

Nice tests. I want to see more done to the second one, it looks good.

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Labello
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Post by Labello » Tue Mar 11, 2008 4:54 am

doublez wrote:Nice tests. I want to see more done to the second one, it looks good.
I took some ref-pics and will start to recreate th whole scene due to some fault in the proportions and to practise blender :)

so the furniture is to come!

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Labello
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Post by Labello » Tue Mar 11, 2008 6:42 am

now folks! my modelling is improving step by step and now i will return to the scene with the room and will try to create a rack!

greetz seb
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tasse.jpg
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Photoguy
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Post by Photoguy » Wed Mar 12, 2008 8:29 pm

I really like the one of the room, nice job!

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Labello
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Post by Labello » Thu Mar 13, 2008 3:59 am

I have got a question regarding exitportals.

is recreated the scene with the room and rendered all the time without exitportals and hat 25.000 samples/second.

Then i remembered to add exitportals to improve the renderspeed. now i have got just 15.000 samples/sec but the image does really get clean much faster. even with less samples. is this normal that the samples/sec decrease when i add exit-portals?

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Kram1032
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Post by Kram1032 » Thu Mar 13, 2008 6:47 am

Entirely normal:
One one hand, exit portals are slower to calculate (which you can see in the sample count) but on the other hand, Indigo doesn't need to randomly scatter light over the whole Indi-world; It can clamp out unnecessary parts and concentrate on those, important for your scene. This makes your scene render a lot faster ;)


You'll notice same effects for BiDir, in most cases ;)

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Labello
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Post by Labello » Thu Mar 13, 2008 7:09 am

as a reward for your nice explanation you all get a new shot of the room! now the proportions are correct and i have got a modelled window and the thing between floor and wall(to lazy to look up the english expression)
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im1205339722.jpg
im1205339722.jpg (71.47 KiB) Viewed 3984 times

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