My Indigo 0.7t1++ test renders

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arneoog
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My Indigo 0.7t1++ test renders

Post by arneoog » Sat Jan 13, 2007 9:01 am

Finaly got to do a candle scene with indigo! :D
Only one meshlight (as flame) and the candle..

I will post more of my 0.7t++ renders as they get done :)

Image
indigo wrote:Time elapsed: 2h, 12m, 16s
Done 698683000.00000 mutations (2911.17917 mutations per pixel)
mutations_per_sec: 88030.20559 (11.35974 micro-secs / mutation)
Enjoy! 8)

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Maluminas
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Post by Maluminas » Sat Jan 13, 2007 10:51 am

Absolutely beautiful :)

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DaveC
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Post by DaveC » Sat Jan 13, 2007 10:57 am

Can't wait to see it used in a scene with other objects. Brilliant work!
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manitwo
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Post by manitwo » Sat Jan 13, 2007 12:55 pm

perfect!
would you mind sharing your sss-settings? :roll: :P

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hstokholm
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Post by hstokholm » Sat Jan 13, 2007 1:07 pm

Nice :D

I haven't had time to play with the new test myself, but I can't wait :P

Looking forward to more test renders from you

Heine

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OnoSendai
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Post by OnoSendai » Sat Jan 13, 2007 5:57 pm

Very nice..
how did u do the glow around the flame?
is it postwork, or indigo camera bloom?

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Kojack
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Post by Kojack » Sat Jan 13, 2007 9:46 pm

simply beautiful
Ono: Its bloom! txt from gallery
A test of the 0.7t1 SSS and camera bloom effects 2 hours of rendering, 3000 mpp.

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arneoog
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Post by arneoog » Sun Jan 14, 2007 12:14 am

Thank you guys! :D
I'm working on a new scene now too :)

Here is the SSS code:

Code: Select all

<medium> 
      <name>scattering_medium</name> 
       
      <ior>1.5</ior> 
      <cauchy_b_coeff>0.0</cauchy_b_coeff> 
      <absorption_coefficient_spectrum> 
         <rgb> 
            <rgb>0.2 2.0 2.0</rgb> 
         </rgb> 
      </absorption_coefficient_spectrum> 
       
      <subsurface_scattering> 
         <scattering_coefficient_spectrum> 
            <uniform> 
               <value>2.5</value> 
            </uniform> 
         </scattering_coefficient_spectrum> 
          
         <phase_function> 
            <uniform/> 
         </phase_function> 
      </subsurface_scattering> 
   </medium> 

<material>
	<name>candleWax</name>
	<glossy_transparent>
			<exponent>70</exponent>
			<internal_medium_name>scattering_medium</internal_medium_name>
	</glossy_transparent>
</material>
And the Bloom Code:

Code: Select all

<bloom> 
      <weight>0.1</weight> 
      <radius>0.014</radius> 
</bloom>
Cheers!

Phil
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Post by Phil » Sun Jan 14, 2007 12:19 am

Hi arneoog,

super, super nice render :shock: :!: :D

Regards, Phil

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Kosmokrator
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Post by Kosmokrator » Sun Jan 14, 2007 12:40 am

yeap nice render the flame is a litle bit fake...i know its impossible to make it more real....i have some very good waxes-scene to test SSS when exporter for max is out... :wink: :)
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Camox
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Post by Camox » Sun Jan 14, 2007 2:56 am

Nice scene absolutly ! And very big thx for sharing your material settings ! :D

greetz :wink:

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arneoog
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Post by arneoog » Sun Jan 14, 2007 5:05 am

Thank you very very many times :D
Here is a preview of my new "test" :P

Lots of rubber balls 8)
Image

3h, 45min.. 635 mpp..
And still rendering

SSS is slow :)

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arneoog
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NEW TEST

Post by arneoog » Sun Jan 14, 2007 7:47 am

Here it is, My new 0.7t1 test! 8)

Image

Time elapsed: 6h, 20m, 58s
Done 438087000.00000 mutations (1216.90833 mutations per pixel)
mutations_per_sec: 19164.95194 (52.17858 micro-secs / mutation)

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CTZn
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Post by CTZn » Sun Jan 14, 2007 8:43 am

Very nice concept arneoog !

I'm wondering if setting <large_mutation_prob> at 1 would not reduce these color blocks to simple noise... too lazy to try yet tho... If I understood <large_mutation_prob> good, that may but I'm not sure I did :)

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