Exterior with pool
Little update
little progress in modeling... now i'm angry with the water
i've used a specular mat. with 1.3 IOR, Cauchy B coeff = 0, Absorb. color C3EBCD (light green) with gain=0.06 but it seems to be too dirty.
Next i will texturize and will bevel like sin.
hasta luego!
PS:chairs are floating, i know
little progress in modeling... now i'm angry with the water
i've used a specular mat. with 1.3 IOR, Cauchy B coeff = 0, Absorb. color C3EBCD (light green) with gain=0.06 but it seems to be too dirty.
Next i will texturize and will bevel like sin.
hasta luego!
PS:chairs are floating, i know
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- Copia di im1193347952.jpg (398.31 KiB) Viewed 3576 times
if you are using Indigo v1.01
then use this - copy and paste it in place of your current water code in the IGS scene file
if not you can try this
IOR = 1.33
absorption
red 0.36
green 0.04 to 0.1 (higher is less green, more bluish)
blue 0.0143
values are for what they would be in the IGS file, so may need red/blue flipped around inside the exporter if done from there
scattering
red 0.0007
green 0.002
blue 0.0026
Gamma = 1 for both. Gain = 1
and then don't add any bump map to the water mesh and pool surfaces - they slow rendering of caustics a lot!
then use this - copy and paste it in place of your current water code in the IGS scene file
Code: Select all
<medium>
<name>MedWater</name>
<precedence>10</precedence>
<basic>
<ior>1.33</ior>
<cauchy_b_coeff>0.00000</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<regular_tabulated>
<start_wavelength>0.34E-06</start_wavelength>
<end_wavelength>0.75E-06</end_wavelength>
<num_values>83</num_values>
<values>
0.0325 0.0264 0.0204 0.018 0.0156 0.0135 0.0114 0.0107 0.0100
0.0094 0.0088 0.0079 0.0070 0.0060 0.0056 0.0052 0.0054 0.0061
0.0064 0.0069 0.0083 0.0095 0.0110 0.0120 0.0122 0.0125 0.0143
0.0130 0.0157 0.0168 0.0185 0.0213 0.0242 0.0300 0.0382 0.0462
0.0474 0.0485 0.0505 0.0527 0.0551 0.0594 0.0654 0.0690 0.0715
0.0743 0.0804 0.0890 0.1016 0.1235 0.1487 0.1818 0.2417 0.2795
0.2876 0.2916 0.3047 0.3135 0.3184 0.3309 0.3382 0.3513 0.3594
0.3852 0.4212 0.4311 0.4346 0.4390 0.4524 0.4690 0.4929 0.5305
0.6229 0.7522 0.8655 1.0492 1.2690 1.5253 1.9624 2.5304 2.7680
2.8338 2.8484
</values>
</regular_tabulated>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<regular_tabulated>
<start_wavelength>0.34E-06</start_wavelength>
<end_wavelength>0.75E-06</end_wavelength>
<num_values>83</num_values>
<values>
0.0104 0.0098 0.0092 0.0097 0.0082 0.0077 0.0073 0.0069 0.0065
0.0062 0.0059 0.0056 0.0053 0.0050 0.0048 0.0045 0.0043 0.0041
0.0039 0.0037 0.0036 0.0034 0.0033 0.0031 0.0030 0.0028 0.0026
0.0027 0.0025 0.0024 0.0023 0.0022 0.0021 0.0020 0.0019 0.0018
0.0018 0.0017 0.0017 0.0016 0.0015 0.0015 0.0014 0.0014 0.0013
0.0013 0.0012 0.0012 0.0011 0.0011 0.0011 0.0010 0.0010 0.0010
0.0009 0.0009 0.0009 0.0008 0.0008 0.0008 0.0008 0.0007 0.0007
0.0007 0.0007 0.0006 0.0006 0.0006 0.0006 0.0006 0.0006 0.0005
0.0005 0.0005 0.0005 0.0005 0.0005 0.0004 0.0005 0.0004 0.0004
0.0004 0.0004
</values>
</regular_tabulated>
</scattering_coefficient_spectrum>
<phase_function>
<uniform/>
</phase_function>
</subsurface_scattering>
</basic>
</medium>
<material>
<name>Water</name>
<specular>
<internal_medium_name>MedWater</internal_medium_name>
<transparent>true</transparent>
</specular> if not you can try this
IOR = 1.33
absorption
red 0.36
green 0.04 to 0.1 (higher is less green, more bluish)
blue 0.0143
values are for what they would be in the IGS file, so may need red/blue flipped around inside the exporter if done from there
scattering
red 0.0007
green 0.002
blue 0.0026
Gamma = 1 for both. Gain = 1
and then don't add any bump map to the water mesh and pool surfaces - they slow rendering of caustics a lot!
little update
made some texturing to chairs and table and beveled both. Added some detail and background. Added CCJ's water (not the tabulated one... a bit complicated for my knowledge of indigo
)
Still some problem with bump maps and some materials (like the window frame).
Still have to bevel and texturize the walls.
Opinions?
Bye bye
made some texturing to chairs and table and beveled both. Added some detail and background. Added CCJ's water (not the tabulated one... a bit complicated for my knowledge of indigo
Still some problem with bump maps and some materials (like the window frame).
Still have to bevel and texturize the walls.
Opinions?
Bye bye
- Attachments
-
- im1193662035.jpg (430.17 KiB) Viewed 3426 times
- Kosmokrator
- Posts: 1141
- Joined: Sat Jul 29, 2006 11:52 am
- Location: Greece-Athens
hi all
new update
texturized the whole thing. some problems with beveling (used 1 recursion and it doesn't look like espected on the wall).
i don't know....there's something that doesn't convince me...
some technical questions...
i'm using these settings:
LM prob=0.1
Max Change=0.03
Max num cons rej=2000
Max Depth=600
SuperSample=3
low values of Maxnumconsrej speeds up convergence? and can affect the "realism" of the scene?
Other question: there's a way to reduce the render time per sample?
bye bye
new update
texturized the whole thing. some problems with beveling (used 1 recursion and it doesn't look like espected on the wall).
i don't know....there's something that doesn't convince me...
some technical questions...
i'm using these settings:
LM prob=0.1
Max Change=0.03
Max num cons rej=2000
Max Depth=600
SuperSample=3
low values of Maxnumconsrej speeds up convergence? and can affect the "realism" of the scene?
Other question: there's a way to reduce the render time per sample?
bye bye
- Attachments
-
- im1193679751.jpg (466.81 KiB) Viewed 3309 times
You are using a 3x Supersample factorslamdog wrote:Other question: there's a way to reduce the render time per sample?
SuperSample means that Indigo actually renders a picture that is 3 times as big as your output resolution, and then resizes it to your target resolution.
This costs extra time and much more RAM, so reduce it to 1 for your preview renderings to get a nice results much faster, and for your final version 2 should be enough.
You picture is really great, the only thing that "disturbs" me is the tiling on the floor, it seems way too perfect (compared to the original photo)
here a quick GIF animation about techniques to pimp your bump map:

1:original bump
2: a light wave filter, deforms the lines a bit
3: some gradiants and color changes for the desks, so they arent all perfectly the same size.
4: a light photoshop cloud filter, to generate some overall noise
5: combined with the original bump from the wood
polygonmanufaktur.de
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