Porsche 911 wip (Indigo)

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meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Porsche 911 wip (Indigo)

Post by meekly » Fri Dec 22, 2006 8:58 am

Here is the test:

Image

And you see now my problem,the light. :? I have one Sun lamp,set Sunsky type in script,and all i have is that black render,unusefull.Some ideas what problem turn my render so black?I set dirc. of the Sun and dest.also. :roll:

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manitwo
Posts: 1029
Joined: Wed Jul 05, 2006 4:50 am
Location: Tirol - Austria

Post by manitwo » Fri Dec 22, 2006 10:03 am

you could use reinhard tonemapping(if you havn't already) and try
following parameters for example:

Code: Select all

    <tonemapping>
        <reinhard>
            <pre_scale>1</pre_scale>
            <post_scale>3</post_scale>
            <burn>0.7</burn>
        </reinhard>
    </tonemapping>
hope this helps :wink:

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Fri Dec 22, 2006 7:00 pm

manitwo wrote:you could use reinhard tonemapping(if you havn't already) and try
following parameters for example:

Code: Select all

    <tonemapping>
        <reinhard>
            <pre_scale>1</pre_scale>
            <post_scale>3</post_scale>
            <burn>0.7</burn>
        </reinhard>
    </tonemapping>
hope this helps :wink:
Where i can find this reinhard tonemapping?

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Fri Dec 22, 2006 8:10 pm

I found it in .xml file.Can you telll me what exactly do this "rainhard"?Some explanation ?In blender cant find this setting.

ryjo
Posts: 68
Joined: Tue Jul 04, 2006 6:16 am
Location: Pluton

Post by ryjo » Sat Dec 23, 2006 1:06 am

Reinhard tone mapping is a technique to make the shadows and midtones in a high dynamic range image brighter while avoiding to clip the highlights. It is a form of compression. The full Reinhard also has automatic dodge and burn but this is not implemented in indigo yet.

Here is the original paper:

http://www.cs.ucf.edu/~reinhard/cdrom/tonemap.pdf

Merry Christmas

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Sat Dec 23, 2006 1:18 am

ryjo wrote:Reinhard tone mapping is a technique to make the shadows and midtones in a high dynamic range image brighter while avoiding to clip the highlights. It is a form of compression. The full Reinhard also has automatic dodge and burn but this is not implemented in indigo yet.

Here is the original paper:

http://www.cs.ucf.edu/~reinhard/cdrom/tonemap.pdf

Merry Christmas
Thanks!
Also i see this things in .xml file:

<pre_scale>1</pre_scale>
<post_scale>3</post_scale>

What is the meaning of that settings?What they do? :roll:

ryjo
Posts: 68
Joined: Tue Jul 04, 2006 6:16 am
Location: Pluton

Post by ryjo » Sat Dec 23, 2006 7:30 am

<pre_scale>1</pre_scale>
<post_scale>3</post_scale>

What is the meaning of that settings?What they do?
I think that pre_scale multiples all pixel values (luminance) with a constant before applying the algorithm. post_scale multiplies after applying the algorithm.

Increasing pre_scale above 1 has the effect of making the mid tones and shadows brighter. Increasing post_scale above 1 makes all pixels brighter, but will start to clip the brightest pixes to white (digital clipping). At least, this is how I understand it.

Hope that this helps

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CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Sat Dec 23, 2006 2:21 pm

BTW does

Code: Select all

<pre_scale>1</pre_scale> 
<post_scale>1</post_scale>
guarantee a neutralised tonemap ? If so could be usefull as a starting point for figuring out how this works ???

ryjo
Posts: 68
Joined: Tue Jul 04, 2006 6:16 am
Location: Pluton

Post by ryjo » Sun Dec 24, 2006 3:30 am

Hi,

Reinhard tonemapping is a non-linear transformation between input and output. Because of this there is no neutral setting. post_scale is not part of Reinhard as far as I can tell so for this a setting of 1 would be a neutral setting.

hth

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Sun Dec 24, 2006 8:21 pm

Thanks ryjo for comments :wink: .

Here is one update i have:

Image

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Sun Dec 24, 2006 9:34 pm

radiance wrote:nice!

i'd add a nice HDRI map to illuminate it,
and use a good carpaint.

greetz,
radiance
You mean to put HDTR in UV and illuminate ?How i can put carpaint when i have nkdata?Maybe like tex?

Phil
Posts: 154
Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Post by Phil » Sun Dec 24, 2006 10:35 pm

looks really nice,

Super model!
I find the color of the tyres better, but also to shiny now.

regards, Phil

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Sun Dec 24, 2006 10:57 pm

Phil wrote:looks really nice,

Super model!
I find the color of the tyres better, but also to shiny now.

regards, Phil
Yes,you are right much shiny now,nxt will less :) .

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Mon Dec 25, 2006 12:12 am

Much better !

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Mon Dec 25, 2006 8:23 pm

I have double side window on headlights but you see that "lens effect".What is wrong whit that window now?

Image

Here is a blend file,whit that window:

http://humblemeekly.hit.bg/porsche-TEST.blend

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