Simple Renderings Thread

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Pibuz
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Re: Simple Renderings Thread

Post by Pibuz » Wed Jul 01, 2009 11:05 pm

Thank you Nick :wink:
Ono, you can download it from the link above, but it is a SKP scene..
Which format do you prefer?

Or do you want me to pack the scene and upload a pigs file?

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dakiru
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Re: Simple Renderings Thread

Post by dakiru » Thu Jul 02, 2009 1:35 am

Pibuz wrote:Cool Dakiru! I LOVE the metallic dragon!
I'd really like to know how to do diffraction, if you haven't added it in postpro..
Could you post some maps? Please? i really want to test some glares!
I'm glad that you liked it, guys! :D The third one with SSS is rendering atm.

@Pibuz
I didn't add the diffraction in postpro, it's Indigo only. I'll post some screen shots, I hope they will clear it better. :wink:

Some info:
MLT+BiDir
Dragon size: 0.205m x 0.144m x 0.092m
World scale: 1
White balance: D65



Image

Image

Image

Image

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dakiru
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Re: Simple Renderings Thread

Post by dakiru » Thu Jul 02, 2009 1:38 am

Whaat wrote:My orange juice material (now found in material database) rendered to 35,000 samples per pixel :)
Totally agree with Zeitmeister, it really looks very real :shock:

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Re: Simple Renderings Thread

Post by Josh » Thu Jul 02, 2009 1:49 am

Very great renders dakiru & Whaat
I like the reflections and the blurring of the golden dragon!

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Pibuz
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Re: Simple Renderings Thread

Post by Pibuz » Thu Jul 02, 2009 2:45 am

Sorry Dakiru, but I really think some kind of glares are present here!
It's nothing you can control via simple tonemapping or response function: it must be a map or something.. Or something wrong is happening here! :D

I attach an image showing what I mean by "glares": those are basically some "imperfections" (NICE imperfections" where the light comes out of a light source, or bounces off a reflective surface. It's some kind of bloom..

Hope you can TEACH me! I'm just trying to understand how to achieve that effect, cos I really like it :D
Attachments
dragon glares.jpg
dragon glares.jpg (73.55 KiB) Viewed 3842 times

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dakiru
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Re: Simple Renderings Thread

Post by dakiru » Thu Jul 02, 2009 3:41 am

Pibuz wrote:Sorry Dakiru, but I really think some kind of glares are present here!
It's nothing you can control via simple tonemapping or response function: it must be a map or something.. Or something wrong is happening here! :D

I attach an image showing what I mean by "glares": those are basically some "imperfections" (NICE imperfections" where the light comes out of a light source, or bounces off a reflective surface. It's some kind of bloom..

Hope you can TEACH me! I'm just trying to understand how to achieve that effect, cos I really like it :D
Aha, those glares :D I can turn them of and off in Blendigo before the render starts and in Indigo GUI while the rendering is in process. Now I'll make the same material, scene and all other setup as with the dragon, but with a ball. Totally everything will be the same except the model (yeah, and I'll change the exponent of the ball material from 20 to 5000 to see those reflections better)

Here how this setting looks in Blendigo:

Image


Here in Indigo GUI: picture 1 is off and picture 2 is on

Image

Image


And those settings in the .igs file:

Image



I have definitely no problem to send you the .blend file and .igs if you would like :D

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Pibuz
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Re: Simple Renderings Thread

Post by Pibuz » Thu Jul 02, 2009 5:28 am

Thank you a lot Dakiru: your screenshots are very explainatory. Thank you.
Now, looking at your settings, I try to test similar values using SkIndigo, and I post the result: nothing seems to change here..
It's HIGHLY probable that it's all my fault, though..

So, er, I ask for some tips and suggestions. Thank you all guys for your support :D
Attachments
diffraction scene.rar
here is the SKP files if someone wants to play with it and help me finding what's wrong
(55.03 KiB) Downloaded 219 times
diffr_settings_SU.jpg
diffr_settings_SU.jpg (105.88 KiB) Viewed 3789 times
igs screen.jpg
igs screen.jpg (187.98 KiB) Viewed 3791 times
aperture on.jpg
aperture on.jpg (201.23 KiB) Viewed 3793 times
aperture off.jpg
aperture off.jpg (211.99 KiB) Viewed 3793 times

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cpfresh
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Re: Simple Renderings Thread

Post by cpfresh » Thu Jul 02, 2009 10:26 am

i think one cause you may not be seeing any results is due to your f/stop. i think it needs to be much higher. you use 2.8 and dakiru is using 32 ... hth!

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Pibuz
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Re: Simple Renderings Thread

Post by Pibuz » Thu Jul 02, 2009 11:04 am

..ouch: but what if I want some lens blur?

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dakiru
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Re: Simple Renderings Thread

Post by dakiru » Thu Jul 02, 2009 11:24 am

Pibuz wrote:Thank you a lot Dakiru: your screenshots are very explainatory. Thank you.
Now, looking at your settings, I try to test similar values using SkIndigo, and I post the result: nothing seems to change here..
It's HIGHLY probable that it's all my fault, though..

So, er, I ask for some tips and suggestions. Thank you all guys for your support :D
Thank YOU for such an investigation :D

First I tried to enter the values exactly as you did:



Image



And this was the result:



Image



But then one reasonable thing left. That black'o'white test albedo map on the background. A I am pretty sure it's 1.0 1.0 1.0 total white color with 0.0 0.0 0.0 total black. So, the only thing I changed then was the background surface color to

Code: Select all

<rgb>0.98 0.98 0.98</rgb> 
And the result is:



with aperture diffraction OFF



Image



and ON



Image



I don't see much difference. Can you, please, try it too? :D :wink:

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Re: Simple Renderings Thread

Post by OnoSendai » Thu Jul 02, 2009 2:31 pm

Pibuz wrote:Thank you Nick :wink:
Ono, you can download it from the link above, but it is a SKP scene..
Which format do you prefer?

Or do you want me to pack the scene and upload a pigs file?
Yes, can you please export it and pack it to a .pigs? Thanks.

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Pibuz
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Re: Simple Renderings Thread

Post by Pibuz » Thu Jul 02, 2009 7:24 pm

Attached is the SSS test scene in pigs format! report of any errors, if encountered, Ono.

Dakiru, you're actually saying that I should try with a black environment?
Yes, I can try, but I guess it should work with ALL environments, isn't it?

I'm going to do a test VEEERY soon...
Attachments
SSS_studio_scene.rar
(221.05 KiB) Downloaded 221 times

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Pibuz
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Re: Simple Renderings Thread

Post by Pibuz » Thu Jul 02, 2009 8:38 pm

Ok I'm back with some clearer results. Finally.

It seems that to achieve some valuable glares through aperture diffraction you need:
1. High aperture values, like f/16 or f/22 (which excludes any lens blur :( )
2. Very contrasted whites or bright points: the fact is that glares are visible only if the white points are very very bright. In a common environment this would result in a burned context (which is BAD); in Dakiru's tests the environment was very dark so it wouldn't come out burned.

Given those two facts I come here with some requests:
1. The possibility to play with the diffraction values during the rendering. They're quite difficult to set before exporting the scene, and it takes LOTS of time to find a proper setting. It would be VERY GOOD to choose curvature, blade radius and stuff when you can actually see what is changing in your image;
2. The possibility, if it is possible, to obtain glares with small aperture values such as 1.4 or 2.8;
3. The possibility, if it is possible, to obtain glares also with not-too-contrasted white points, so that we can avoid the environment burning I'm experiencing at the moment.

I attach my tests.
I tried with two different apertures: f/32 and f/1.4.
I always kept constant the environment value, and I played with the power of my left emitter only.
Thank you a lot CPfresh for your hint about aperture.
Attachments
diff_32_1.jpg
aperture f/32 (all objects on focus) diffraction not visible
diff_32_1.jpg (143.36 KiB) Viewed 3638 times
diff_32_5.jpg
aperture f/32 (all objects on focus) diffraction partially visible
diff_32_5.jpg (144.76 KiB) Viewed 3638 times
diff_32_80.jpg
aperture f/32 (all objects on focus) diffraction visible; burned environment
diff_32_80.jpg (136.9 KiB) Viewed 3641 times
diff_1.4_1.jpg
aperture f/1.4 (DOF present) diffraction not visible
diff_1.4_1.jpg (150.16 KiB) Viewed 3641 times
diff_1.4_80.jpg
aperture f/1.4 (DOF present) diffraction not visible; burned environment
diff_1.4_80.jpg (142.22 KiB) Viewed 3646 times
Last edited by Pibuz on Thu Jul 02, 2009 11:07 pm, edited 1 time in total.

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suvakas
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Re: Simple Renderings Thread

Post by suvakas » Thu Jul 02, 2009 9:35 pm

I think this stuff obeys the laws of real camera?
Or am I wrong?

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Pibuz
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Re: Simple Renderings Thread

Post by Pibuz » Thu Jul 02, 2009 10:01 pm

I am afraid it does.. :(
Though I think that there is no useful reason to use glare only with dark (=unusual) environments.
Almost all architecture photos have glares, and they are almost everytime bright photos, not dark ones.

I think that glares have to be somehow made more visible.
I can understand the high aperture value restriction, but i'd gladly avoid to burn all my images to get to see a small bloom..

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