August 2012 competition - final renders
August 2012 competition - final renders
Please post/upload your final competition images here!
For competition discussion please use the main competition thread, thanks.
For competition discussion please use the main competition thread, thanks.
Re: August 2012 competition - final renders
Here is my entries. I've rendered only one image, and I present two lighting situations. The image has rendered for around 60hours on an old (but faithful) q6600, 8500x5171 pixels, Supersample=1, 6 light layers, BiDir+MLT mode, no glasses on the windows and Exit Portals on.
The high resolution has been chosen to enhance the small details, and to ensure the possibility of a resizing in the postproduction phase to get rid of the remaining noise. At the end, the PNG images out-of-the-box were about 80MB each. As requested, I post the 2 final images and also the original shots: only postpro over the original shots is size reduction (from 8500 to 2500) and transformation from PNG to JPG.
I keep seeing errors over errors in the final images, but sadly I have no more time for this cool competition, so I wish everybody luck and enjoy my little work!
The high resolution has been chosen to enhance the small details, and to ensure the possibility of a resizing in the postproduction phase to get rid of the remaining noise. At the end, the PNG images out-of-the-box were about 80MB each. As requested, I post the 2 final images and also the original shots: only postpro over the original shots is size reduction (from 8500 to 2500) and transformation from PNG to JPG.
I keep seeing errors over errors in the final images, but sadly I have no more time for this cool competition, so I wish everybody luck and enjoy my little work!
- Oscar J
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Re: August 2012 competition - final renders
Outstanding work! 

Re: August 2012 competition - final renders
Awesome work Pibuz, really stunning level of texture detail and some gorgeous lighting. Top work.
From the sublime to mine! They're a bit of an amateur pile, but here they are nonetheless. First competition I've entered on here and I wasn't even intending to bother, but I found myself sucked in - once I'd started I got carried away trying to complete something. So, this is my attempt to do something a little different from what I suspected would be a large amount of glorious shiny interiors, largely in part because I can't compete with anyone on here when it comes to renders of glorious shiny interiors (
), but mainly because I just love old decaying buildings. My job means I often spend time in derelict structures surveying and I love the dirt, the filth, the lighting and atmosphere, the mysterious things left behind, the strange sense of lives lived and gone in these places, a weight of history and the inexorable passage of time.
You'll have to forgive the errors in the bump map on the plank floor. As noted in the WIP thread its a consequence of cutting irregular faces into a flat plane in Sketchup (for example where I've put the water), has a habit of randomly screwing any bump/displacement maps on the adjacent texture. I suppose if I had time I could smooth them out in Photoshop, but I don't. Until I learn blend maps I'll have to live with it. Just pretend they're where roots have grown and distorted the floor from below
Like Pibuz, only one view, but with different cameras to give differing atmosphere. Resolution 2500 x 1440 pixels, Env Map lighting on 1 light layer, BiDir+MLT mode, Super sample = 3, no glass on the majority of the windows apart from the main arched one to the right which has some simple 'dirt' textures made in Photoshop, given a low opacity and turned diffuse. Rendered for 65 hours on an Intel Xeon W3530. Probably didn't need that long with only one light source and simple materials, but I left it running over the weekend whilst I was away. No post pro.
From the sublime to mine! They're a bit of an amateur pile, but here they are nonetheless. First competition I've entered on here and I wasn't even intending to bother, but I found myself sucked in - once I'd started I got carried away trying to complete something. So, this is my attempt to do something a little different from what I suspected would be a large amount of glorious shiny interiors, largely in part because I can't compete with anyone on here when it comes to renders of glorious shiny interiors (

You'll have to forgive the errors in the bump map on the plank floor. As noted in the WIP thread its a consequence of cutting irregular faces into a flat plane in Sketchup (for example where I've put the water), has a habit of randomly screwing any bump/displacement maps on the adjacent texture. I suppose if I had time I could smooth them out in Photoshop, but I don't. Until I learn blend maps I'll have to live with it. Just pretend they're where roots have grown and distorted the floor from below

Like Pibuz, only one view, but with different cameras to give differing atmosphere. Resolution 2500 x 1440 pixels, Env Map lighting on 1 light layer, BiDir+MLT mode, Super sample = 3, no glass on the majority of the windows apart from the main arched one to the right which has some simple 'dirt' textures made in Photoshop, given a low opacity and turned diffuse. Rendered for 65 hours on an Intel Xeon W3530. Probably didn't need that long with only one light source and simple materials, but I left it running over the weekend whilst I was away. No post pro.
Re: August 2012 competition - final renders
Don't know if it's my screen but first and third images seem a little too dark here.. That's indeed something which really fits in your theme (!) but still some of your detailing work is lost for sure.. BTW, I really like the concept, although I must say that it is indeed complex, and I think you should have spent more time on this project.
Re: August 2012 competition - final renders
Ah, time. There's never enough of it is there. In this case, I've spent too long on it already - considering I have been extremely busy with work lately its a miracle I got any images to a level of completion for submission.
And agreed, the first image is very dark, deliberately so. On my monitor its not so dark as to obscure everything, although it does hide a fair bit, particularly in the upper corners - but I rather liked the atmosphere in the gloom, hence its inclusion. I guess its all partly subjective at the end of the day.
To be honest, its a very simple scene, done fairly quickly; its not 'best of indigo', but its been fun to produce and if that's all I can take from the competition then I'm still happy.
And agreed, the first image is very dark, deliberately so. On my monitor its not so dark as to obscure everything, although it does hide a fair bit, particularly in the upper corners - but I rather liked the atmosphere in the gloom, hence its inclusion. I guess its all partly subjective at the end of the day.
To be honest, its a very simple scene, done fairly quickly; its not 'best of indigo', but its been fun to produce and if that's all I can take from the competition then I'm still happy.
Re: August 2012 competition - final renders
Great entries Pibuz, Bosseye, I like the direction you brought the scene to. Fits perfectly with my reboot of S.T.A.L.K.E.R SOC 

obsolete asset
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Re: August 2012 competition - final renders
Comp entry; Casual Room/Kids Play Area
Polycount: 5,336,457 (3dsMax)
Render settings: BiDir MLT, SuperSample 4
Image settings: Splat (mn_cubic: 0.33, 0.33), Downsize (mn_cubic: 0.5, 0.0)
Rendertime: 34h (4979spp, 200k samples/s)
Light Layers: 4
RAM Usage: 10.6GB
Resolution: 3000x1687 (no resize)
Postpro: Yes (secret!!)
Modelled a few more items and alteration of layout before completion.
--
Edited as per request.
Polycount: 5,336,457 (3dsMax)
Render settings: BiDir MLT, SuperSample 4
Image settings: Splat (mn_cubic: 0.33, 0.33), Downsize (mn_cubic: 0.5, 0.0)
Rendertime: 34h (4979spp, 200k samples/s)
Light Layers: 4
RAM Usage: 10.6GB
Resolution: 3000x1687 (no resize)
Postpro: Yes (secret!!)
Modelled a few more items and alteration of layout before completion.
--
Edited as per request.
Last edited by tar_gniK on Wed Sep 05, 2012 7:21 pm, edited 3 times in total.
Re: August 2012 competition - final renders
GREAT! Some more info if you can: render (original) resolution?
number of light layers? modeling package?
The render is quite clean, that is cool! I really like the general feeling and the small details!
I see a diffuse foggy: is that postproduction or it comes directly from the rendering process through sort of a bloom effect?
number of light layers? modeling package?
The render is quite clean, that is cool! I really like the general feeling and the small details!
I see a diffuse foggy: is that postproduction or it comes directly from the rendering process through sort of a bloom effect?
Re: August 2012 competition - final renders
awsome work tar_gniK, may I ask how you did the lighting and what was your cam response setting?
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- zeitmeister
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August 2012 competition - final renders
Sweet!
I would have reduced the bump of the floor a lot... but very nice and great details!
I would have reduced the bump of the floor a lot... but very nice and great details!
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
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Re: August 2012 competition - final renders
Thanks; It was quite straightforward -- hid the windows (as advised in the WIP thread) and used a HDRI map.Mor4us wrote:awsome work tar_gniK, may I ask how you did the lighting and what was your cam response setting?
The main camera response settings for the render were: apx400CD, with 9300 whitepoint. But I actually blended two separate camera response settings in order to achieve the tone I desired.
Zeit, reducing the bump... hmm, quite subjective, but point taken!

Re: August 2012 competition - final renders
Hello,
There are great entries allready! Recently I found Indigo and I'm happy working with it.
Sorry for the grainy night image. It renders a little bit slow.
It is done on Indigo 3.2.14-trial version. Rendered for 32-44 hours for the different images with BidirMtl, 220k samples/s, 5 light layers and no postproduction. I hope you will like it.
There are great entries allready! Recently I found Indigo and I'm happy working with it.
Sorry for the grainy night image. It renders a little bit slow.
It is done on Indigo 3.2.14-trial version. Rendered for 32-44 hours for the different images with BidirMtl, 220k samples/s, 5 light layers and no postproduction. I hope you will like it.
Re: August 2012 competition - final renders
All regard.Here is my final scene,without post of the processing while one.
Render 40 hours.Rest two tomorrow.
Bidirectional with MLT
Render 40 hours.Rest two tomorrow.
Bidirectional with MLT
Last edited by Prof4D on Thu Sep 06, 2012 9:56 pm, edited 1 time in total.
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Re: August 2012 competition - final renders
Here goes mine... It's my first render and unfortunately i don't have time to do more things, just with too much work here...
Tell me what you guys think...
Thanks!
Tell me what you guys think...
Thanks!
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