WIPs: CTZn

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Fri Aug 14, 2009 11:45 pm

Thanks zeitmeister (2 months later oops) !

Nothing big, just my first test ever (say) with an environment map, near dawn. I was just working on the grass material, will do the same on the bigger plants before they pop back.

Meh, got to implement envmap rotation, I moved the whole scene around :mrgreen:

Also Ono: Blending two emitting materials sends them both back to layer 1, blend material's default. It would be cool if we could have control for each term of the blend independently (on their respective layer), because power variates non linearly with blackbodies temperature and a balanced blend is hard to get prior multiple tests, thank you !
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EXR-test.jpg
fielditalien.hdr from www.hdrlabs.com/sibl/archive.html, then hdr2exr
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Re: WIPs: CTZn [Ancient dwell and more]

Post by PureSpider » Fri Aug 14, 2009 11:54 pm

Holy pooper those edges at the water outlet look sharp... better bevel them! :lol:
Apart from that... amazing work, can't wait to see it with the big plants back and water turned on!

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Sat Aug 15, 2009 1:36 am

Fixed for the next shot, thanks PureSpider. The outlet is using subdivisions but the edges you mentionned had hard normals by design, I changed that.

Even the grass is using displacement to be bent along the central fold (original grass meshes are 1 face in width), but the result is hard to evaluate...

Displacement of the furthest column is much more interesting in a close-up due to view-dependent subdivisions... I'd be curious too see how that animates...

I was almost posting this image in the simple renderings thread, because it's Indigo magic doing the tricks :)
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Re: WIPs: CTZn [Ancient dwell and more]

Post by OnoSendai » Sat Aug 15, 2009 12:07 pm

Last render looks very cool.

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Sun Aug 16, 2009 8:32 am

It's encouraging from you Ono, as always !

I might try to model a floor with alpha mapping, to allow shadow casting on it, will surely look weird on grass.

See, I don't know where I'm going with that scene, I can't help seeing it as a mutating testing ground... I guess better plants are next but who knows :) ?
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suvakas
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Re: WIPs: CTZn [Ancient dwell and more]

Post by suvakas » Sun Aug 16, 2009 8:20 pm

Looks good Ctzn !
Only thing I don't like is the white balance (pink clouds).

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Re: WIPs: CTZn [Ancient dwell and more]

Post by Jambert » Sun Aug 16, 2009 8:36 pm

suvakas wrote:Looks good Ctzn !
Only thing I don't like is the white balance (pink clouds).
I agree, but it's morning scene so...

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Re: WIPs: CTZn [Ancient dwell and more]

Post by suvakas » Sun Aug 16, 2009 11:07 pm

Jambert wrote:I agree, but it's morning scene so...
Yeah, I'm not saying it's wrong or anything. :wink:

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Mon Aug 17, 2009 3:26 am

Yes suvakas, it's like so on my screen too, don't worry ;)

I tried various x and y values in association with films, this result is certainly not the best but a good compromise; the exr has effectively a reddish mood I think (or I wanted that).
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Sun Oct 11, 2009 12:35 pm

A coated car paint, more on this coming. Always to the upper limit demo-resolution wise :D

The render halted because another instance was temp locking the igi file...
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lambCoatShot00.jpg
model from http://dmi.chez-alice.fr/models0.html
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Last edited by CTZn on Sun Oct 11, 2009 11:27 pm, edited 1 time in total.
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Re: WIPs: CTZn

Post by benn » Sun Oct 11, 2009 1:52 pm

I see what you're trying to do there but the underlying model isn't very good. Too cartoony.

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CTZn
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Re: WIPs: CTZn

Post by CTZn » Sun Oct 11, 2009 11:08 pm

Agreed, but still it was betterto use than a sphere :) All edges were smoothed, that's why it looks off. Also the painting is not relevant for that type of car, maybe I should have done another vase ...

It's more about the coating, no blend used.

There are two identical copies of the car body, one has a low exponent metallic phong (textured) and the other a transparent specular with no absorbtion and an uniform displacement of 2mm, making it the coating. If Indigo can handle that, an arbitrary number of layers can be used, through different displacement values.

This one baked more:
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lambDiabloHangar.light.igs.jpg
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Fri Oct 16, 2009 5:27 pm

wip, rescaled the image a bit.
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zeitmeister
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Re: WIPs: CTZn

Post by zeitmeister » Fri Oct 16, 2009 9:54 pm

This looks nice!
Perhaps a little bit of diffuse transmitter for the "leafs" of the plant?
Cheers, David



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CTZn
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Re: WIPs: CTZn

Post by CTZn » Sat Oct 17, 2009 7:39 am

Image

For the leafs the mix is about 27% for the diffuse_transmitter, in the branch it is higher :) But at some point I'll review all mats, including the metal.

Thanks for your comment zeitmeister !

The backplate texture is f#*%ed, Indigo is merging petals UVs happy (I'm exporting quads and it seems to merge in the triangle order... oops), all in all that makes one wip ^^
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tulips_backPlatePlacement2.jpg
realised the leafs where hidden only when saving the image... 1620 spp factory settings
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