Cool tech stuff. Can't wait for those "SIMPLE" simulation rendersHeadroom wrote:Little byproduct for a next LED lighting project. Not quite 100% accurate (yet) but good enough for some lighting simulations and the SIMPLE Renderings Thread.

Cool tech stuff. Can't wait for those "SIMPLE" simulation rendersHeadroom wrote:Little byproduct for a next LED lighting project. Not quite 100% accurate (yet) but good enough for some lighting simulations and the SIMPLE Renderings Thread.
A gigantic one if you think about the size of the floor tilescotty wrote:A retro microphone...
"Adlerauge sei wachsam"Zom-B wrote:A gigantic one if you think about the size of the floor tilescotty wrote:A retro microphone...
Thats what I'll ask in such a case from now on, awesomecotty wrote:OR: I used a special bonsai wood for the floor tiles
For that image it was Pathtracing with BiDir.Oscar J wrote:What render mode are you using? Try BiDir with exit portals, it should be much faster. I like your scene, although the table looks a little over-saturated, and the snake could use some kind of bump map.
Meshes behind ExitPortals don't get rendered anymore!Rezca wrote:I can't see the fence I had outside the window anymore though.
Thanks ^^Zom-B wrote:Nice image and concept Rezca
But your Snake would defenetly be happy about some bump, normal or displacement map! Exponent map and/or fresnel skale map would help to to give the scales a more natural look![]()
Ah yes, only a few hours after I started rendering I read about that.Zom-B wrote:Meshes behind ExitPortals don't get rendered anymore!Rezca wrote:I can't see the fence I had outside the window anymore though.
Sweet atmosphere in that image.Rezca wrote:Simplicity itself ^^
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