Simple Renderings Thread
Re: Simple Renderings Thread
@maqs - Awesome, brilliant character. Very wrong thread for it though. Deserves it's own.
About the grass, well...very easy to make.
Did a quick how-to image for those who wanted. It's just Indigo instances with a grass texture.
Ps. Here's a high res rendering.
2000x1500
About the grass, well...very easy to make.
Did a quick how-to image for those who wanted. It's just Indigo instances with a grass texture.
Ps. Here's a high res rendering.
2000x1500
- Attachments
-
- grass_how.png (158.47 KiB) Viewed 2968 times
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: Simple Renderings Thread
Hehe suvakas, I was interested in the modeling process!
Re: Simple Renderings Thread
You mean how i did the strands? I used Hair And Fur modifier in Max, but it was just the quickest way. You can take the strands as a bunch of splines placed next to each ohter. 1 strand = 1 spline.zeitmeister wrote:Hehe suvakas, I was interested in the modeling process!
Re: Simple Renderings Thread
Agreed, I guess they are waiting too see the UVs subdivision bug fixed... ZB can generate a lot of seams depending on the UV layout used, a good study case I supposeZomB wrote:Oh man, we need a lot more Z-Brush people around here
Welcome back maqs, I wish I could bang his head... ooops was it me !?
Very nice grass suv, indeed.
obsolete asset
Re: Simple Renderings Thread
These two images are to witness my first attempts in using ENV maps.
The first picture is a simple subject placed on an oren-nayar plane; in the second one I added a simple component of a grass patch (a present from bbb when he still was among us) instanced around to get a maqette-grass feeling, don't know if I got the effect: you tell me guys
One thing that stroke me is the sharp shadow I get from the HDR (easily spottable in the first image): I could not get any sharp shadow at all when using HDR maps with other rendering engines! Is that a feature of Indigo or is it only a matter of HDRI? I post here a low-res jpg just so you know what map I'm using.
Cheers!
The first picture is a simple subject placed on an oren-nayar plane; in the second one I added a simple component of a grass patch (a present from bbb when he still was among us) instanced around to get a maqette-grass feeling, don't know if I got the effect: you tell me guys
One thing that stroke me is the sharp shadow I get from the HDR (easily spottable in the first image): I could not get any sharp shadow at all when using HDR maps with other rendering engines! Is that a feature of Indigo or is it only a matter of HDRI? I post here a low-res jpg just so you know what map I'm using.
Cheers!
- Attachments
-
- HDRI_1.jpg (289.41 KiB) Viewed 2829 times
-
- HDRI_2.jpg (320.22 KiB) Viewed 2827 times
-
- Arches_E_PineTree_sample.jpg (348.97 KiB) Viewed 2826 times
Re: Simple Renderings Thread
Actualy fryrender gives sharp shadows aswell.
And i guess it depends on the hdri image aswell, cause in the one you used the sun shows pretty well.
Looks very nice tough
And i guess it depends on the hdri image aswell, cause in the one you used the sun shows pretty well.
Looks very nice tough
Re: Simple Renderings Thread
yes, it is very strong related to the actual dynamic range of an HDRI!
There are a lot envMaps around where the lightsources/sun in the image isn't bright enough compared to the rest of the image to generate a sharp shadow!
Because of this there is the request for EnvMap + Sun possibilities in Indigo. The idea is to set the Sun position at the same spot in your viewport as it is represented in the EnvMap...
The sIBL archive you got your EnvMap from actually has a file that stores such information, also sun color etc. just open it with a texteditor...
There are a lot envMaps around where the lightsources/sun in the image isn't bright enough compared to the rest of the image to generate a sharp shadow!
Because of this there is the request for EnvMap + Sun possibilities in Indigo. The idea is to set the Sun position at the same spot in your viewport as it is represented in the EnvMap...
The sIBL archive you got your EnvMap from actually has a file that stores such information, also sun color etc. just open it with a texteditor...
polygonmanufaktur.de
Re: Simple Renderings Thread
Well i hope than u dont laugh for my first "nosuzannerender" in indigo
i attempt to do a simple toy of wood , but welll here is XD
Sugesstions & Tips Are WELCOME
Peace from mexico
i attempt to do a simple toy of wood , but welll here is XD
Sugesstions & Tips Are WELCOME
Peace from mexico
- Attachments
-
- finalforo.png (667.79 KiB) Viewed 2792 times
Re: Simple Renderings Thread
Pib, I'd reccomend you add materials to that first scene.. it looks photorealistic already,materials can only make it look better.
samlavoie.xyz
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Simple Renderings Thread
this looks very much like a blender tutorial ive seen earlier....heresuvakas wrote:@maqs - Awesome, brilliant character. Very wrong thread for it though. Deserves it's own.
About the grass, well...very easy to make.
Did a quick how-to image for those who wanted. It's just Indigo instances with a grass texture.
Ps. Here's a high res rendering.
2000x1500
benn hired a mercenary to kill my sig...
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
- Contact:
Re: Simple Renderings Thread
A little aperture diffraction and leaves test.
- Attachments
-
- forest_diffraction.png (483.58 KiB) Viewed 2675 times
Re: Simple Renderings Thread
The leaves are very nice. Just a diffuse transmitter?
Re: Simple Renderings Thread
@Whaat
Looks very good. I'm also interested of how the leaves are made?
Looks very good. I'm also interested of how the leaves are made?
Re: Simple Renderings Thread
Leaf Material:
Code: Select all
<material>
<name>D_Leaf_D</name>
<phong>
<texture>
<uv_set>default</uv_set>
<path>Leaf.jpg</path>
<a>0.0</a>
<b>1.0</b>
<c>0.0</c>
<exponent>2.2</exponent>
</texture>
<diffuse_albedo>
<texture>
<texture_index>0</texture_index>
</texture>
</diffuse_albedo>
<ior>1.52</ior>
<exponent>
<constant>1000</constant>
</exponent>
</phong>
</material>
<material>
<name>DT_Leaf_DT</name>
<diffuse_transmitter>
<texture>
<uv_set>default</uv_set>
<path>Leaf.jpg</path>
<a>0.0</a>
<b>1.0</b>
<c>0.0</c>
<exponent>2.2</exponent>
</texture>
<albedo>
<texture>
<texture_index>0</texture_index>
</texture>
</albedo>
</diffuse_transmitter>
</material>
<material>
<name>Leaf</name>
<blend>
<a_name>DT_Leaf_DT</a_name>
<b_name>D_Leaf_D</b_name>
<blend>
<constant>0.5</constant>
</blend>
</blend>
</material>
Who is online
Users browsing this forum: DotBot [Bot] and 55 guests