Simple Renderings Thread

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cotty
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Re: Simple Renderings Thread

Post by cotty » Sat Nov 30, 2013 6:00 am

Godzilla wrote:pens and stuff
Nice!
little gallery... http://unverzagt.biz/cottysgallery/

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Godzilla
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Re: Simple Renderings Thread

Post by Godzilla » Sat Nov 30, 2013 6:12 am

Thanks guys


Oscar- pretty simple, just two emitters
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pens2.jpg
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cotty
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Re: Simple Renderings Thread

Post by cotty » Fri Dec 13, 2013 10:22 am

A (part of a) passive house window...
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cotty_passivehousewindow2.jpg
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neo0.
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Re: Simple Renderings Thread

Post by neo0. » Wed Dec 18, 2013 10:14 am

Hey guys. Long time no see :)

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Godzilla
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Re: Simple Renderings Thread

Post by Godzilla » Wed Dec 18, 2013 2:32 pm

Cool looking diamonds

How did you model them?
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Headroom
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Re: Simple Renderings Thread

Post by Headroom » Wed Dec 18, 2013 2:36 pm

Nice diamonds!
You can greatly enhance such renders if you place the diamonds on a nice diffuse reflective surface and use a bunch of well placed point light sources. Brings out the caustics and the dispersion effects very nicely!

Be prepared for long render times though.

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Re: Simple Renderings Thread

Post by neo0. » Wed Dec 18, 2013 6:28 pm

Godzilla wrote:Cool looking diamonds

How did you model them?
Hehe, very simply actually.
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Godzilla
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Re: Simple Renderings Thread

Post by Godzilla » Thu Dec 19, 2013 8:09 am

Interesting, though if you ever want to try modeling them realistically, I've found that creating circles with various numbers of vertexes, spacing them vertically, then bridging between vertices to be an effective method. To make the process even quicker, you really need only model about 1/8 or 1/6 of the diamond, then rotate that section around the center.

I made a little diagram, because I realize this isn't a very clear process description. Numbers correspond to # of vertices in each circle.
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diamonds.png
samlavoie.xyz

neo0.
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Re: Simple Renderings Thread

Post by neo0. » Sun Dec 22, 2013 6:59 pm

At the moment it has kind of a cartoony look. Any suggestions on how to make it more realistic? I am using an exr for the lighting.
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Re: Simple Renderings Thread

Post by JK » Mon Dec 23, 2013 10:07 pm

About the models - try adding some wood textures into your pencils.

I would definetly rethink the color topology here - try using more cheerful palette.

For now everything is too perfectly shaped. You can sense 3d render miles away. Round the corners here and there. Give your items some irregularites. Look at the screw top of the paint tube. For example do you think you could turn it around at least with ease?

What am I talking about... Just look at the render couple of posts above yours (Godzilla "pens and stuff") - you will find all the answers. It is pretty much related to your render :).

Cheers and happy christmas holiday time to all ;)

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Rezca
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Re: Simple Renderings Thread

Post by Rezca » Sun Dec 29, 2013 4:55 am

Been a while since I've posted here ^^

Trying to re-create an effect I saw much earlier in the thread...
http://indigorenderer.com/forum/viewtop ... 07#p123007

I'm getting a bit of an effect, but not exactly what is being produced there. At first I modeled it as closely as he could in his design here http://indigorenderer.com/forum/viewtop ... 93#p122993 but the first lens before where the image plane is blocked all light from coming out when I had it in.

The Image Plane part I couldn't figure out, and at first I tried a transmitter blend material but this only cast a shadow on the wall - it didn't show the texture.
I then set the material to be a specular material with the Absorption Map set to be my jpeg.

Now I was getting the texture projected onto the wall (And a very faint volumetric light effect that hopefully will get stronger over time), but it's... Kinda messed up. The image looks to be duplicated and flipped over, overlayed on top of the other one.
test2.jpg
http://sylxeriaguardian.deviantart.com/ ... -422363451 Is the image I'm using - a drawing I did a few days ago ^^


I'm a bit at a loss as to what to do. I'd really like to recreate the projector effect vl_dm made in the previous links, but this is as far as I've been able to get.
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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Sun Dec 29, 2013 5:09 am

Try a specular glass pane with the outer face using an absorbtion layer (or whatever it is called in your application). This is the purpose of the feature.

You can achieve this by editing UVs so only that face is bearing the texture, or by using two specular materials applied at the face component level sharing one medium.

Try it with glass acceleration on.
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Rezca
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Re: Simple Renderings Thread

Post by Rezca » Sun Dec 29, 2013 5:51 am

Tried that earlier and all I got was a shadow being cast.
(Glass material applied to the cube, except for the polygon facing the lens and wall which has the bitmap absorption material applied)

Putting the image-based one on both faces - the one facing inward and the one facing outward - was the only thing that produced results for me, but they're incorrect results =/
test2a.jpg
Is what I get when I have the UV set to have all faces except one be regular glass, and the last face being the material with absorption (Is otherwise a duplicate of the standard specular)
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JonasWe
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Re: Simple Renderings Thread

Post by JonasWe » Tue Dec 31, 2013 2:27 am

Hey guys,
Here's a quick render I did with the Double-sided Thin material (for the tree). I know it's kinda noisy, but right now I only have a Macbook and it takes forever to render.
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Luminescent_forest.jpg

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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Tue Dec 31, 2013 3:18 am

Nice one JonasWe!

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