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Posted: Wed Mar 21, 2007 7:21 pm
Will have to be patient then
What does bidir do exactly?
Posted: Wed Mar 21, 2007 7:24 pm
bidirectional path tracing shoots rays from the light source as well as the camera, and joins the two. It's generally better than normal path tracing.
Posted: Wed Mar 21, 2007 7:25 pm
But isn't it supposed to take longer? That was my assumption and the reason why I didn't use it in Indigo 06...
Posted: Wed Mar 21, 2007 7:25 pm
Posted: Wed Mar 21, 2007 7:29 pm
OK, looking forward to it then. Thanks for the tip.
Posted: Wed Mar 21, 2007 8:28 pm
And another one in the same spirit (with different cups and a cloth simulation). That's it now, not hungry any more...
Posted: Wed Mar 21, 2007 9:04 pm
superb composition,great use of dof and a very chrisp render!
im a fan now
Posted: Wed Mar 21, 2007 9:07 pm
Posted: Wed Mar 21, 2007 9:11 pm
Thanks. Much appreciated. These Blender softbody simulations are mind-boggling. I still haven't figured them out. Half the time, my tablecloth jumps in all direction and ends up on the floor wrapped into a small ball
Posted: Wed Mar 21, 2007 9:53 pm
the cloth simulations are not easy to do in blender, you have to wathc for a lot of traps!
Really nice composition and greeat use of DOF! The cloth looks really good. However, I think the cups don't look like cermaics but ceramics with a thick layer of translucent paint on them. Is that on purpose?
Also I think the bump is a little too strong.
But not to take anything away from you. Great work!
Posted: Wed Mar 21, 2007 10:53 pm
the last one, yet simple, is really really good
Posted: Thu Mar 22, 2007 12:04 am
Mr Carnivore: The cups are just a simple white phong material, but the effect probably comes from a too high exponent. I'll try again with a lower figure. It's also hard to get the optimal value for the bump map, as the surface only appears clearly after a long time rendering. I was thinking of playing with the bump texture instead, perhaps blur it a little to make the grooves and bumps a bit softer. I'll let you know how it works.
Posted: Thu Mar 22, 2007 12:43 am
It's nice. But the lighting on the backward in the first pic looks strange. The light seems to come from above the piece of furniture, but the lamps seem to be placed somewhere neer the chairs.
If the lamps are really so closed to the piece of furniture, then, it might be impossible to open then cupboards without bumping into it
edit : ooops
My comment above is a little bit outdated, I didn't see there were two pages.
The picture with the cups and the cookies is excellent !
Posted: Thu Mar 22, 2007 12:44 am
(I'm still hungry
Posted: Thu Mar 22, 2007 1:19 am
Here is another version with lower exponent on the cups (2000 instead of 100000) and a heavily blurred bump map. Somehow I like it less than the first. But I've also exported and reimported the mesh of the cup in focus which seemed to have a slight normals smoothing problem in the inner rim. I've also uploaded a bird's eye view of the scene (with the original, strong bump map) to show the general architecture.
Stur: You may have this impression because I used a very strong zoom in the kitchen pic, which tends to flatten the image. I could post a wireframe view of the mesh later if you're interested.