I think your sky is overexposed. Try to make it less bright by choosing a tonemapping with less contrast.tarikb wrote:Some render that i work on
Simple Renderings Thread
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Simple Renderings Thread
Re: Simple Renderings Thread
lower the precedence of your Fog or raise the one of the glass. This value determines what material "cuts" into another.vl_dm wrote:I composited the two images because the glass disappears with the fog material
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!
polygonmanufaktur.de
- Polinalkrimizei
- Posts: 647
- Joined: Sat May 02, 2009 6:59 am
Re: Simple Renderings Thread
So much win!!!vl_dm wrote:Like a real one. It was fery funny focusing the image on the plane
Awesome experiment/project
Re: Simple Renderings Thread
Thanks for the coments! Thank you Zom-B for the tip I didn't know that
Re: Simple Renderings Thread
This looks absolutely awesome CTZn . What's nimble tripper btw? Can't find any good translation for this
Re: Simple Renderings Thread
ah that's right I made this up. Nothing nimble but limbo. Dystopia... huh dyslexia XD
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Re: Simple Renderings Thread
Under water test with bump map
Re: Simple Renderings Thread
Kitchen design render. I am grateful for advice.
Re: Simple Renderings Thread
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.
edit: on a second look there are highlights, fair enough. You could try exponent maps, then.
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Re: Simple Renderings Thread
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?
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?
Re: Simple Renderings Thread
Ah no, I really thought you were using an emitting ceiling, good one.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?
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
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.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?
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