Simple Renderings Thread

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Macrob
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Post by Macrob » Wed Apr 30, 2008 6:23 am

Hi! Thats what I call a simple render :roll:
It is mainly a material test. I like the chain :)
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Kram1032
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Post by Kram1032 » Wed Apr 30, 2008 6:58 am

Oh the materials really turned out well :)
i also like the chain :)

OT side note: MacroB, you just posted the 300st post in this thread :)

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beta
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Post by beta » Fri May 02, 2008 1:29 am

Mmmm an energetic drink can wip test :P
Image
bb!
Last edited by beta on Fri May 02, 2008 3:05 am, edited 1 time in total.

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Camox
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Post by Camox » Fri May 02, 2008 2:29 am

@beta

Are you here for your advertising textures ? :roll: For free ok but 10$ is hard.

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beta
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Post by beta » Fri May 02, 2008 3:07 am

edited... sorry for any incovenience ;)
i'd like to contribute with the indigo community so as soon as i get my new camera i'll do free exr maps and textures for indigo users... (most of the good textures there are about 15$ so i thought 10$ was good... maybe i'll put them for 5$)
bb!

remus
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Post by remus » Fri May 02, 2008 8:08 am

Image

playing about with lights. :) [/img]

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Kram1032
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Post by Kram1032 » Fri May 02, 2008 8:58 am

looks nice, though the angle is a bit bad chosen, I guess...
Do those red spots give any caustics?

Btw, you might want to use higher subdivision.... your lamp has clearly visible edges ;)
What's the black and red material? Is it one or two materials?

remus
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Post by remus » Fri May 02, 2008 9:03 am

The spots are just a single material and im not sure why they dont give any caustics.

I mainly chose that angle because i wanted to use this for a desktop background, and that bottom corner is the only place where ive got a good bit of space on my desktop :P

As for the subdivision: good idea, i didnt think of that (even though most of the rest of the light is subdivided :roll: )

Its done in skindigo btw.

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Kram1032
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Post by Kram1032 » Fri May 02, 2008 10:01 am

Could it be that you really have bad luck with the angle so that all the red caustics are just out of the FOV? xD
Maybe the caustics are too dark, as the material goes nearly black although it's actually very thin and although it directly lies on a lightsource... - THE lightsource in this case^^

remus
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Post by remus » Fri May 02, 2008 10:14 am

i'll try a more wide ranging shot to see if i can see those caustics (theyve got to be hiding somewhere :P)

Havign said that, ive got a feelign it might have something to do with the fact that the light material is a blackbody, i ahvent had any luck with them and caustics so far, perhaps im missing something very obvious...

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Kram1032
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Post by Kram1032 » Fri May 02, 2008 10:34 am

No, blackbodies should cause caustics, just as any other lightsource.... The only two things that could happen are, that your caustics either are too blurry or too weak to see them. Blurriness comes due to very big lightsources, darkness due to high absorption and both can happen, if you use SSS with too high scattering ;)
(could also be an idea to proof where the caustics stay: use some weak SSS material in your room to make caustics visible^^ - though don't get too strong as that'll remove the caustics before they reach the cam, more or less....)

remus
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Post by remus » Fri May 02, 2008 10:40 am

*proper newb question* whats a normal range of values for sss?

rusted
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Post by rusted » Sat May 03, 2008 12:51 am

Hi ZomB,

your printer looks great with very balanced lighting.is it possible to post 3ds/obj file of studio setup.

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Kram1032
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Post by Kram1032 » Sat May 03, 2008 4:30 am

*proper general answer* that really depends on which materials you want to create. For example, milk has an extremely high scattering. The reason for it to look so bright is, that it barely has absorption.

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Post by remus » Sat May 03, 2008 4:35 am

Ok, so what counts as a high value then? are we talking millions/thousands/hundreds?

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