Indigo 3.6 Release Competition - Finals
Indigo 3.6 Release Competition - Finals
Post your final renderings here.
Please keep the discussion on a minimum in this topic. For WIPs and discussion, either use the competition thread or make a new thread in the "Indigo Competition" forum.
Please keep the discussion on a minimum in this topic. For WIPs and discussion, either use the competition thread or make a new thread in the "Indigo Competition" forum.
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Indigo 3.6 Release Competition - Finals
I'm thrilled to participate in this contest, and to show what Indigo has become capable of since the previous release. The new features introduced in Indigo v. 3.6 are immensely helpful in the automotive visualisation field, which made me decide to focus on just that. The render time was about 20 hours/image on my old C2D, which was hardly enough, but I hope you like them anyway:
The HDRI render was made to really show off the power of the new shadow catcher pass. It allows the user to seamlessly integrate a 3D object into any 2D image with realistic results. It's also very flexible - a separate pass for the shadows gives you the possibility to tweak the shadow to perfection in PS. Other new features used in this render are the new foreground alpha rendering option, allowing PNG export of semi transparent windows, and coating materials for the car paint.
Raw Indigo output (car + shadows): In the studio shot of the full car, my main goal was to showcase the hidden lights feature, allowing light placement that wouldn't be possible in a real studio. I also used the shadow and alpha passes, making it easy to create a perfectly smooth studio backdrop in a post production software.
Raw Indigo output: Blender scene (showing the hidden lights): With the headlight closeup, I tried to spotlight my car paint that was made using the new coating material option. It's a great new feature that makes creating and tweaking layered car paints like this a piece of cake.
Raw render: I've learnt a lot from taking part in this contest. Hope you enjoy what I managed to do - and good luck to all other contestants!
The HDRI render was made to really show off the power of the new shadow catcher pass. It allows the user to seamlessly integrate a 3D object into any 2D image with realistic results. It's also very flexible - a separate pass for the shadows gives you the possibility to tweak the shadow to perfection in PS. Other new features used in this render are the new foreground alpha rendering option, allowing PNG export of semi transparent windows, and coating materials for the car paint.
Raw Indigo output (car + shadows): In the studio shot of the full car, my main goal was to showcase the hidden lights feature, allowing light placement that wouldn't be possible in a real studio. I also used the shadow and alpha passes, making it easy to create a perfectly smooth studio backdrop in a post production software.
Raw Indigo output: Blender scene (showing the hidden lights): With the headlight closeup, I tried to spotlight my car paint that was made using the new coating material option. It's a great new feature that makes creating and tweaking layered car paints like this a piece of cake.
Raw render: I've learnt a lot from taking part in this contest. Hope you enjoy what I managed to do - and good luck to all other contestants!
Re: Indigo 3.6 Release Competition - Finals
Here is my entry.
Working as an architect, the most important improvement of Indigo 3.6 are the new compositing features, shadow-catcher and alpha output. Despite of this, I did not choose an architectural scene, but a nature scene, because I also wanted to test the new double-sided thin material.
For my scene I took a photo in our garden, just some planks on our terrace. At the same time, I made seven shots with my tripod and a multirow-head to create a 360° hdri panorama. Using SkIndigo, I added this panorama as environment map + sun for lighting my scene.
Rendertime was about 6 hours with an i7-3770k, render method bidirectional with MLT. Postprocess was used to adjust colors, exposure, saturation, and slightly corrections of shadows.
I hope you enjoy my work and good luck to all!
Working as an architect, the most important improvement of Indigo 3.6 are the new compositing features, shadow-catcher and alpha output. Despite of this, I did not choose an architectural scene, but a nature scene, because I also wanted to test the new double-sided thin material.
For my scene I took a photo in our garden, just some planks on our terrace. At the same time, I made seven shots with my tripod and a multirow-head to create a 360° hdri panorama. Using SkIndigo, I added this panorama as environment map + sun for lighting my scene.
Rendertime was about 6 hours with an i7-3770k, render method bidirectional with MLT. Postprocess was used to adjust colors, exposure, saturation, and slightly corrections of shadows.
I hope you enjoy my work and good luck to all!
24 hours isn't enough
http://www.werkraum3d.com
http://www.werkraum3d.com
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- Posts: 94
- Joined: Fri Nov 15, 2013 5:16 pm
- Location: Los Angeles, CA
- Contact:
Re: Indigo 3.6 Release Competition - Finals
And here is my second and third entry for this competition.
Again I used the new compositing features, shadow-catcher and alpha output. For some parts of the model I tried the new coating material. Backplates and HDRIs are from Dosch. The model I found at Turbosquid, it is a remake of the bubbleship from the movie "Oblivion" (really like this movie and its design).
Postprocess was used to adjust colors, exposure, saturation, and slightly corrections of shadows.
I'm looking forward for the judge of the jury!
Cheers, Lars
Again I used the new compositing features, shadow-catcher and alpha output. For some parts of the model I tried the new coating material. Backplates and HDRIs are from Dosch. The model I found at Turbosquid, it is a remake of the bubbleship from the movie "Oblivion" (really like this movie and its design).
Postprocess was used to adjust colors, exposure, saturation, and slightly corrections of shadows.
I'm looking forward for the judge of the jury!
Cheers, Lars
24 hours isn't enough
http://www.werkraum3d.com
http://www.werkraum3d.com
Re: Indigo 3.6 Release Competition - Finals
Hello,
I love Indigo I like the beautifull mountain I was waching before on greetingcards. And I want to apologise for the different scenes!
I love Indigo I like the beautifull mountain I was waching before on greetingcards. And I want to apologise for the different scenes!
Re: Indigo 3.6 Release Competition - Finals
Hey,
here is my entry for the competition.
I used the double sided thin material for the leaves of the abstract "bioluminescent" tree.
here is my entry for the competition.
I used the double sided thin material for the leaves of the abstract "bioluminescent" tree.
Re: Indigo 3.6 Release Competition - Finals
Hello,
The Indigo is the best render! !Cheer!!
I hope the next version will give a shadow receiver function for WYSWYG,not a shadow layer. ^0^
So we can work inside the C4D.
Best wishes
The Indigo is the best render! !Cheer!!
I hope the next version will give a shadow receiver function for WYSWYG,not a shadow layer. ^0^
So we can work inside the C4D.
Best wishes
Re: Indigo 3.6 Release Competition - Finals
The only thing I really use Indigo for is Archviz, so by far and away the new features that have been most useful to me personally have been the Material ID & Depth passes.
The depth pass allows me to apply DOF in post production to whatever focal length and strength I want. This has saved a lot of trial and error renders!
The Material ID allows me to accurately pick out individual materials in post production quickly & easily, giving me the confidence that changes made will look good. Previously if one tricky material turned out unexpectedly, a re-render was often required.
Glare Team keep up the great work!
Good luck everyone!
The depth pass allows me to apply DOF in post production to whatever focal length and strength I want. This has saved a lot of trial and error renders!
The Material ID allows me to accurately pick out individual materials in post production quickly & easily, giving me the confidence that changes made will look good. Previously if one tricky material turned out unexpectedly, a re-render was often required.
Glare Team keep up the great work!
Good luck everyone!
Re: Indigo 3.6 Release Competition - Finals
Unfortunately I had to skip further work on this competition because my Workstation crashed,
so I concentrated on PostPro and here's what i got
Hope you like it though.
Best regards and good look to all competitors!
so I concentrated on PostPro and here's what i got
Hope you like it though.
Best regards and good look to all competitors!
C4D R20 Studio
mad-imagery.com
mad-imagery.com
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- Posts: 56
- Joined: Fri Aug 12, 2011 12:48 am
Re: Indigo 3.6 Release Competition - Finals
Hi all
Here’s my entry for the competition.
Cheers
Nik
Here’s my entry for the competition.
Cheers
Nik
Re: Indigo 3.6 Release Competition - Finals
Hi,
Date: In Poland Thursday 31 January 23:21 ( I write this because on forum i see Sat Feb 01, 2014 10:21 ) but this must mean that forum server must be located in New Zealand
New features in Indigo 3.6 which I used for this Competition:
- Added support for RGBE (.hrd) format.
- Added new Coating material type.
- Added new Double-sided thin material type.
- Added/resurrected Fresnel scale parameter to Phong material.
- Added invisible to camera option to models ( Hiding objects from view )
- Improved 3ds Max integration ( IndigoMax )
Date: In Poland Thursday 31 January 23:21 ( I write this because on forum i see Sat Feb 01, 2014 10:21 ) but this must mean that forum server must be located in New Zealand
New features in Indigo 3.6 which I used for this Competition:
- Added support for RGBE (.hrd) format.
- Added new Coating material type.
- Added new Double-sided thin material type.
- Added/resurrected Fresnel scale parameter to Phong material.
- Added invisible to camera option to models ( Hiding objects from view )
- Improved 3ds Max integration ( IndigoMax )
- Attachments
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- New features use in this render:
- Added support for RGBE (.hrd) format
- Added new Double-sided thin material type.
- Added/resurrected Fresnel scale parameter to Phong material.
- Added invisible to camera option to models ( Hiding objects from view )
- Improved 3ds Max integration ( IndigoMax )
Light - .hdr , Double-sided thin material use for all grass, flowers... objects.
Use all settings Double-sided thin material ( IOR, r_f, Transmittance, Front and Back Fresnel scale, Front and Back Roughness ) + Front and Back material - Phong ( IOR, Exponent, Fresnel scale ).
The trunk hide from scene using invisible to camera option.
All settings set in 3ds max use Indigo Max ( Materials, Light, Objects settings, Render settings ) all test renders render in Regular mode IndigoMax, Final render using Export mode to export scene to Indigo.
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- New features use in this render:
- Added support for RGBE (.hrd) format
- Added new Coating material type
- Improved 3ds Max integration ( IndigoMax )
Light - .hdr + 8 Indigo Emiters, Coating material use to all metal surface ( carpaint, rims ...)
Carpaint - Coating ( IOR 1.6 Roughness 0.1 ) + phong ( white 220, IOR 1.6 , Exponent 5000 )
Rims - Coating ( IOR 1.8 Roughness 0.1 ) + phong ( black 0, IOR 1.8 , Exponent 5000 )
All settings set in 3ds max use Indigo Max ( Materials, Light, Objects settings, Render settings ) all test renders render in Regular mode IndigoMax, Final render using Export mode to export scene to Indigo.
-
- New features use in this render:
- Added support for RGBE (.hrd) format
- Added new Coating material type
- Added invisible to camera option to models ( Hiding objects from view )
- Improved 3ds Max integration ( IndigoMax )
Light - .hdr + 6 Indigo Emiters ( Emiters Hiding from view use Invisible to camera option )
Coating material type use on background to create shininess on black surfaces.
All settings set in 3ds max use Indigo Max ( Materials, Light, Objects settings, Render settings ) all test renders render in Regular mode IndigoMax, Final render using Export mode to export scene to Indigo.
Last edited by Sroka8888 on Sat Feb 01, 2014 10:44 am, edited 3 times in total.
Mateusz Sroka
Platige Image - Lighting / Shading / Look Development Artist, Environment Artist
Platige Image - Lighting / Shading / Look Development Artist, Environment Artist
Re: Indigo 3.6 Release Competition - Finals
Long time no use, but here's my test-try... on materials
Coating on copper - house
coating on exhaust - moto
double-sided thin - apple tree leaves
No post. Camera FCICD.
Thanks and great you all...
Coating on copper - house
coating on exhaust - moto
double-sided thin - apple tree leaves
No post. Camera FCICD.
Thanks and great you all...
Last edited by burnin on Sat Feb 01, 2014 2:28 pm, edited 2 times in total.
- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
Re: Indigo 3.6 Release Competition - Finals
Guess I'm late. Cud work for another two months on this.
It is Jeremy Geddes (Australian painter) fan art.
Hope you like it. Keep up the good job with Indigo!
Regards,
Aleksander
It is Jeremy Geddes (Australian painter) fan art.
Hope you like it. Keep up the good job with Indigo!
Regards,
Aleksander
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