Simple Renderings Thread

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dakiru
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Re: Simple Renderings Thread

Post by dakiru » Tue Dec 15, 2009 11:33 pm

wow? yes, WOW! :shock: :D

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suvakas
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Re: Simple Renderings Thread

Post by suvakas » Wed Dec 16, 2009 1:15 am

@fused
The fist image reminds me one very old Lightwave underwater tutorial.
But the second image is great! Looks very realistic.

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Re: Simple Renderings Thread

Post by StompinTom » Wed Dec 16, 2009 1:23 am

pixie
That lawn looks awesome! How feasible is it to cover a field with it though? I guess you'd only be able to use it close to the camera and use a displaced plane for the rest....

Great job!

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pixie
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Re: Simple Renderings Thread

Post by pixie » Wed Dec 16, 2009 1:28 am

StompinTom wrote:That lawn looks awesome! How feasible is it to cover a field with it though? I guess you'd only be able to use it close to the camera and use a displaced plane for the rest....

Great job!
Thanks! :) Very feasible I would say, thanks to the indigo instancing and to the surfacespread plugin I can have thousands of instances in Cinema 4d without much stress, if I at least turn the generator filter off.

The way it currently works it has the ground displaced and the grass is aligned to it and has some random changes in rotation and size.

With this plugin you can fine tune the number of instances, so that the close you are to the camera the more dense the lawn becomes.

UPDATE:
Image
Click on picture for the full size.

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Wed Dec 16, 2009 5:38 am

@fused: First, congrats for the ISL nodes, that sounds amazing ! Secondly, is that water displacement some fbm with lower values inverted ?

If that's the case I would consider using such a shader for skin bump mapping :)

Cool stuff !
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fused
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Re: Simple Renderings Thread

Post by fused » Wed Dec 16, 2009 3:39 pm

CTZn wrote:@fused: First, congrats for the ISL nodes, that sounds amazing ! Secondly, is that water displacement some fbm with lower values inverted ?

If that's the case I would consider using such a shader for skin bump mapping :)

Cool stuff !
just 2 differently scaled fbms added together (one for the big waves on for small ones):

Code: Select all

                <shader>
                    <shader>
                        <![CDATA[def Vec3ToReal(vec3 v) real : ((doti(v) + dotj(v) + dotk(v)) / 3.0)
					   def noise01(vec3 v) real : ((noise(v) + 1.0) * 0.5)
					   def noise01(vec2 v) real : ((noise(v) + 1.0) * 0.5)
					   def noise01(real r) real : ((noise(r) + 1.0) * 0.5)
					   def fbm01(vec3 v, int oc) real : ((fbm(v,oc) + 1.0) * 0.5)
					   def fbm01(vec2 v, int oc) real : ((fbm(v,oc) + 1.0) * 0.5)
					   def fbm01(real r, int oc) real : ((fbm(r,oc) + 1.0) * 0.5)
					   def mulCompVec2(vec2 a, vec2 b) vec2 : vec2(doti(a) * doti(b), dotj(a) * dotj(b))
					   def mulCompVec3(vec3 a, vec3 b) vec3 : vec3(doti(a) * doti(b), dotj(a) * dotj(b), dotk(a) * dotk(b))
def eval(vec3 pos) vec3: (vec3(fbm(mulCompVec2(getTexCoords(0) * 10.0, vec2(1.00000, 1.00000)),8)) * 10.00000) + (vec3(fbm(mulCompVec2(getTexCoords(0) * 10.0, vec2(4.00000, 4.00000)),8)) * 1.00000) * 1.00000]]>
</shader>
                </shader>
heres one with sun turned on. sun is ultra slow compared to the sky because of all the scattering goin on. but there are some nice caustics and underwater god rays :)
Attachments
sub1.jpg
sub1.jpg (260.65 KiB) Viewed 4237 times

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Re: Simple Renderings Thread

Post by Borgleader » Wed Dec 16, 2009 4:59 pm

Holy shiiiiiiiiiiiiiiiiit I would gladly render that for ya to see a noise free/higher res render of this (even without the submarine).
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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Thu Dec 17, 2009 7:26 am

Thanks for reply and example fused, now I understand the mistake I did with my last ISL attempt: declaring eval first (stupid me).

MLT FTW ?
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fused
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Re: Simple Renderings Thread

Post by fused » Thu Dec 17, 2009 12:51 pm

MLT wasnt much faster.... tried it....

obstacle map test:
Attachments
obstacle.jpg
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lycium
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Re: Simple Renderings Thread

Post by lycium » Thu Dec 17, 2009 1:29 pm

i'm pretty surprised that mlt didn't help much in that underwater example; seems to me to be a perfect candidate for its application (nice coherent "islands" of high contribution in a sea of relatively low contribution).

did you try with straight path tracing?

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fused
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Re: Simple Renderings Thread

Post by fused » Thu Dec 17, 2009 1:30 pm

the render just crashd so i might give it a try and resume it with mlt on :)

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Polinalkrimizei
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Re: Simple Renderings Thread

Post by Polinalkrimizei » Thu Dec 17, 2009 5:51 pm

Amazing subamarine-scene fused! The submarine looks huge, heavy, and very "physical"!
Also liked your obstacle-map test very much. I've always wondered how an obstacle map should look actually, is it like a bw-picture of the shape of the aparature or something?
Yours looks much more interesting than the standard one, mind posting it?

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fused
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Re: Simple Renderings Thread

Post by fused » Thu Dec 17, 2009 6:34 pm

Polinalkrimizei wrote:Amazing subamarine-scene fused! The submarine looks huge, heavy, and very "physical"!
Also liked your obstacle-map test very much. I've always wondered how an obstacle map should look actually, is it like a bw-picture of the shape of the aparature or something?
Yours looks much more interesting than the standard one, mind posting it?
hey Polinalkrimizei,

thanks a lot!
i dont know how a real obstacle map would look like, but its not the aperture shape (because indigo has a sperate function for that). I always use some random pictures, like this one (i used it for the test above):
obstacle.png
obstacle.png (370.58 KiB) Viewed 4072 times
or some lolcats or faceplant pictures or whatever ^^

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Re: Simple Renderings Thread

Post by Borgleader » Thu Dec 17, 2009 8:28 pm

@fused: ok so you used shaders for your waves but apart from that what does the rest of your scene & materials look like? I mean...how did you get the water to not be crystal clear and how did you light it all?
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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Thu Dec 17, 2009 8:52 pm

Oh... unusual obstacle map fused ^^

As far as i understood, obstacle maps:

- are square maps > 1024px with resolution a power of two
- are used only with aperture diffraction
- are multiplied with the aperture shape
- figure any kind of object dropped onto the outer camera lens (hairs, mist, fracture etc).

Ono-Sendaï insisted on that an obstacle map should be kind of a repetitive pattern, the effect being issued from that repetition. But a few black strokes on a white background would create a subtle and localised effect.

here's another explanation from Zom-B
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