Oscar's rendering thread

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Oscar J
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Re: Oscar's rendering thread

Post by Oscar J » Thu Sep 13, 2012 2:12 am

Argh... okay, here's a studio with the emitting planes behind diffuse transmitters to make the reflections softer. Not quite satisfied with it, especially not with the side, but I think it's an improvement. :) You agree?
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Smooth_studio.Scene.00001.jpg

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Zom-B
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Re: Oscar's rendering thread

Post by Zom-B » Thu Sep 13, 2012 2:54 am

looks quite sexy, also interesting method with the emitter :)
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Re: Oscar's rendering thread

Post by tar_gniK » Thu Sep 13, 2012 3:11 am

To be 100% honest, it looks like plastic, rather than metallic..

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Re: Oscar's rendering thread

Post by Zom-B » Thu Sep 13, 2012 3:35 am

I would suggest you give the body another level of (Indigo) subdiv for rounder mesh around the lights.
Regarding that carpaint I would try that material: http://www.indigorenderer.com/materials/materials/1104

for the higher angle material its a good idea to have less saturation in color and a brighter material :)
(Raise the blend power in that material a little for stronger effect!)
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Oscar J
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Re: Oscar's rendering thread

Post by Oscar J » Thu Sep 13, 2012 4:47 am

I somewhat agree gniK, and I think that the "half sharp" reflections is causing it. Softing them even more would help one not to confuse the softer reflections from the lights with the harder one from the car itself (for example the mirrors). Im rerendering. :)

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Re: Oscar's rendering thread

Post by Oscar J » Thu Sep 13, 2012 6:07 am

No... that didn't look nice. Poo. :(

Ill have to try that paint after all. Thx Zom-B.

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Re: Oscar's rendering thread

Post by Polinalkrimizei » Fri Sep 14, 2012 6:42 am

Very cool studio set-up and background!!

Just a tad too much chromatic abberation for me, makes it a little "blurry"...

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Oscar J
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Re: Oscar's rendering thread

Post by Oscar J » Sun Sep 16, 2012 8:38 am

Zom-B wrote:I would suggest you give the body another level of (Indigo) subdiv for rounder mesh around the lights.
Regarding that carpaint I would try that material: http://www.indigorenderer.com/materials/materials/1104

for the higher angle material its a good idea to have less saturation in color and a brighter material :)
(Raise the blend power in that material a little for stronger effect!)
That mat just gives me an error message "No such material defined: C2".

Grrrrrr :evil:

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Re: Oscar's rendering thread

Post by CTZn » Sun Sep 16, 2012 11:55 am

If C2 is a material in your scene, rename it to Car Paint - Deep Blue including the white spaces and the hyphen.

If that doesn't work you may have to unzip the pigm and change Car Paint - Deep Blue from withing the resulting IGM to whatever name the material applied to the car has, then link/import against the modified IGM file.
obsolete asset

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Oscar J
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Re: Oscar's rendering thread

Post by Oscar J » Mon Sep 17, 2012 12:16 am

Hmm... I'm not sure I understand what you mean. This is how it looks before the export.
Skärmavbild 2012-09-16 kl. 14.02.01.png
And this is the error message I get.
Skärmavbild 2012-09-16 kl. 14.13.03.png
Unzipping the pigm doesn't help.

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Re: Oscar's rendering thread

Post by CTZn » Mon Sep 17, 2012 3:25 am

I see now, I didn't notice prior that there was a shader parameter called C2. The exporter is mistaking it for the material name it seems, and that's the material name the mesh is referencing. The packed material name is the one with an hyphen.

I'm not sure how the exporter is dealing with the material name, is the PIGM material name changed etc idk.

Try to remove the underscores from the file name, perhaps if it matches with the actual packed material name the exporter would not attempt for strange things...

Either what at this point the material name within the IGM file should be changed from Car Paint - Deep Blue to C2, because C2 is what the mesh is exposing, enforced by the exporter.

It's a bug I assume :)
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Oscar J
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Re: Oscar's rendering thread

Post by Oscar J » Mon Sep 17, 2012 6:59 am

CTZn wrote:
Either what at this point the material name within the IGM file should be changed from Car Paint - Deep Blue to C2, because C2 is what the mesh is exposing, enforced by the exporter.
How do I do this?

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Re: Oscar's rendering thread

Post by Polinalkrimizei » Mon Sep 17, 2012 6:32 pm

Just open the mat with a text editor (any will do, but notepad++ is awesome and free), and be sure to save it as .igm again.

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Re: Oscar's rendering thread

Post by CTZn » Tue Sep 18, 2012 1:22 am

earlier steps:

take the PIGM or a copy of it
crack it open with an unpacker (it's a zip archive)
operate as Poli said on the resulting IGM.
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Oscar J
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Re: Oscar's rendering thread

Post by Oscar J » Sat Sep 29, 2012 9:51 pm

D'oh. Double post.
Last edited by Oscar J on Sat Sep 29, 2012 9:53 pm, edited 1 time in total.

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