Simple Renderings Thread

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Oscar J
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Re: Simple Renderings Thread

Post by Oscar J » Fri Jun 28, 2013 5:59 am

tarikb wrote:Some render that i work on :)
I think your sky is overexposed. Try to make it less bright by choosing a tonemapping with less contrast.

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Zom-B
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Re: Simple Renderings Thread

Post by Zom-B » Fri Jun 28, 2013 6:27 am

vl_dm wrote:I composited the two images because the glass disappears with the fog material
lower the precedence of your Fog or raise the one of the glass. This value determines what material "cuts" into another.
A good example is a water filled glass, where the water mesh is modeled to overlap into the glass, but by having a lower precedence the glass cuts the water mesh inside and you get a gap free model that can render precisely :)

A great effect btw!
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Polinalkrimizei
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Re: Simple Renderings Thread

Post by Polinalkrimizei » Fri Jun 28, 2013 8:13 am

vl_dm wrote:Like a real one. It was fery funny focusing the image on the plane :)
So much win!!!
Awesome experiment/project :shock:

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Re: Simple Renderings Thread

Post by vl_dm » Sun Jun 30, 2013 10:06 pm

Thanks for the coments! Thank you Zom-B for the tip I didn't know that

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Re: Simple Renderings Thread

Post by vl_dm » Thu Jul 04, 2013 3:25 pm

Aventador with 4000 s/px - BiDir Mlt
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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Wed Jul 17, 2013 8:47 am

a nimble tripper
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emission shader on a planar surface
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JK
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Re: Simple Renderings Thread

Post by JK » Wed Jul 17, 2013 10:19 am

This looks absolutely awesome CTZn :). What's nimble tripper btw? Can't find any good translation for this :)

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Wed Jul 17, 2013 12:07 pm

ah that's right I made this up. Nothing nimble but limbo. Dystopia... huh dyslexia XD
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neo0.
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Re: Simple Renderings Thread

Post by neo0. » Mon Jul 22, 2013 5:51 pm

Here is some of my recent work :)
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Re: Simple Renderings Thread

Post by PowerMax » Thu Jul 25, 2013 1:04 pm

Under water test with bump map
im1374693320.jpg

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Re: Simple Renderings Thread

Post by tremo » Sun Jul 28, 2013 6:51 am

Kitchen design render. I am grateful for advice.
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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Sun Jul 28, 2013 9:38 am

probably a punctual light to generate highlights would not hurt tremo

edit: on a second look there are highlights, fair enough. You could try exponent maps, then.
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Re: Simple Renderings Thread

Post by tremo » Mon Jul 29, 2013 7:44 am

Thanks CTZn,

I want to try it. Which is more important exponent map for furniture or for the walls? Or both?

You can see the that the room has no ceiling and the scene was illuminated with white background?

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Re: Simple Renderings Thread

Post by CTZn » Mon Jul 29, 2013 8:30 am

tremo wrote:Thanks CTZn,

I want to try it. Which is more important exponent map for furniture or for the walls? Or both?

You can see the that the room has no ceiling and the scene was illuminated with white background?
Ah no, I really thought you were using an emitting ceiling, good one.

On exponent maps: for realism, both ideally since perfectly clean surfaces are simply not realistic. It also depends on what you want to convey with the image.

edit: oh and finally exponent maps can also be about subtelty.
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Re: Simple Renderings Thread

Post by Headroom » Mon Jul 29, 2013 9:51 am

tremo wrote:Thanks CTZn,

I want to try it. Which is more important exponent map for furniture or for the walls? Or both?

You can see the that the room has no ceiling and the scene was illuminated with white background?
Aha! Thats what makes it look so flat and boring, despite the promising interior. Spend some time on lighting as well, perhaps even before you start with more detailed wrk on the surfaces. When the lighting is this flat and homogenous you'd have to use exaggerated values for exponent maps to see an effect.

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