kklors render stuff

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lape
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Re: kklors render stuff

Post by lape » Wed Apr 17, 2013 9:28 pm

bamboo stuff looks great! 8)
24 hours isn't enough
http://www.werkraum3d.com

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kklors
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Re: kklors render stuff

Post by kklors » Wed Apr 24, 2013 6:14 am

Hey thanks everyone for the comments <3

@Ono: Indeed. I actually referenced a lot from images from this forest. Magic place for sure.

@:Stinkie: Thanks dude, I use C4D for pretty much everything. Love your retro, DDR render style by the way o/

@zeitmeister: Thanks! I usually read a lot, both Sci-Fi and Fantasy. Over the past year the only books I've touched though were Software manuals or other technical stuff. Really should stop nerding and get a good book again.


Here's my latest render by the way. Was a mess to work with as it was pretty high poly.
Attachments
weekly27.jpg
Last edited by kklors on Wed Apr 24, 2013 6:31 am, edited 1 time in total.

Stinkie
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Re: kklors render stuff

Post by Stinkie » Wed Apr 24, 2013 6:24 am

Looks cool.
kklors wrote:@:Stinkie: Thanks dude, I use C4D for pretty much everything. Love your retro, DDR render style by the way
Thanks!

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lape
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Re: kklors render stuff

Post by lape » Wed Apr 24, 2013 7:25 am

Sci-Fi Alien like 8)
24 hours isn't enough
http://www.werkraum3d.com

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pixie
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Re: kklors render stuff

Post by pixie » Wed Apr 24, 2013 9:35 am

kklors wrote:Here's my latest render by the way. Was a mess to work with as it was pretty high poly.
Guess that's what 32Gb are for! :D

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kklors
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Re: kklors render stuff

Post by kklors » Fri Apr 26, 2013 10:50 am

Haha exactly Pixie. Even the lower poly previz iterations just ate up 10-15GB just in the viewport alone.
But C4D is very specific on viewport speeds anyway.

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kklors
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Re: kklors render stuff

Post by kklors » Mon Apr 29, 2013 8:06 pm

I took part in the latest cosmosys exhibition with the title 'Self Portrait'.

http://www.cosmosys.net/exhibitions/11/

Used a similar technique as in the previous weekly work. Also added a wireframe shot to show the freaky mesh.
Attachments
wire.jpg
cosmxi.jpg

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CTZn
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Re: kklors render stuff

Post by CTZn » Tue Apr 30, 2013 1:39 am

I wish you good luck !

To the 3d printer now ! :mrgreen:
obsolete asset

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OnoSendai
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Re: kklors render stuff

Post by OnoSendai » Wed May 01, 2013 3:53 am

Cool stuff.
I actually prefer the wireframe version :)

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kklors
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Re: kklors render stuff

Post by kklors » Thu May 02, 2013 10:28 pm

@CTZn: lol I wanna see that printed too now!

@OnoSendai: Yeah I know what you mean about the wire version, a lot of people liked it more as well. Probably the DOF was a bit too much in the render.

Made a new render. Made use of probably every tool to create in camera volumetric light inside Indigo.
The water is a 150m high cube which has a fog alike sss shader applied to it, also there's a transparent, reflective water surface on top. Used atmospherics and physical cam sim to render that sun trough all of this mess.
Rendered with normal MLT.

Also attaching some light layer combos to show the sun a bit better.
Attachments
lightlay.jpg
weekly28.jpg

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OnoSendai
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Re: kklors render stuff

Post by OnoSendai » Fri May 03, 2013 5:20 am

Cool stuff!
Looks like you're pushing Indigo very hard :)
I'm working on some improvements to bidir which should make it perform better in this kind of participating media environment.

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fused
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Re: kklors render stuff

Post by fused » Fri May 03, 2013 7:29 am

Fantastic! :)

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Headroom
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kklors render stuff

Post by Headroom » Fri May 03, 2013 8:54 am

Really great stuff here!
iMac 2.93 GHz Quad Core i7. 12 GB memory
ATI Radeon HD 5750M 1024 MB
OS X 10.10.3 Yosemite
Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26

Trippy Lighting LLC - Colorful LED lighting systems
High Power RGB LED driver - Blog

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Bosseye
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Re: kklors render stuff

Post by Bosseye » Sat May 04, 2013 2:50 am

Just needs caustics :lol: :wink:

Superb stuff though, love it. I can't even begin to image how you put all these together.

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Headroom
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Re: kklors render stuff

Post by Headroom » Sun May 05, 2013 1:28 am

If the scene was properly modeled for unbiased rendering - and I believe by kklors explanation it is - the scattering properties (SSS) may eliminate caustics that deep down.

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