Simple Renderings Thread
Re: Simple Renderings Thread
@fused
The fist image reminds me one very old Lightwave underwater tutorial.
But the second image is great! Looks very realistic.
The fist image reminds me one very old Lightwave underwater tutorial.
But the second image is great! Looks very realistic.
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StompinTom

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Re: Simple Renderings Thread
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!
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!
- pixie

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Re: Simple Renderings Thread
Thanks!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!
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:

Click on picture for the full size.
Re: Simple Renderings Thread
@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 !
If that's the case I would consider using such a shader for skin bump mapping
Cool stuff !
obsolete asset
Re: Simple Renderings Thread
just 2 differently scaled fbms added together (one for the big waves on for small ones):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 !
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>- Attachments
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- sub1.jpg (260.65 KiB) Viewed 4516 times
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Simple Renderings Thread
Holy shiiiiiiiiiiiiiiiiit I would gladly render that for ya to see a noise free/higher res render of this (even without the submarine).
benn hired a mercenary to kill my sig...
Re: Simple Renderings Thread
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 ?
MLT FTW ?
obsolete asset
Re: Simple Renderings Thread
MLT wasnt much faster.... tried it....
obstacle map test:
obstacle map test:
- Attachments
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- obstacle.jpg (29.2 KiB) Viewed 4371 times
Re: Simple Renderings Thread
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?
did you try with straight path tracing?
Re: Simple Renderings Thread
the render just crashd so i might give it a try and resume it with mlt on 
- Polinalkrimizei
- Posts: 649
- Joined: Sat May 02, 2009 6:59 am
Re: Simple Renderings Thread
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?
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?
Re: Simple Renderings Thread
hey Polinalkrimizei,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?
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):
or some lolcats or faceplant pictures or whatever ^^
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Simple Renderings Thread
@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?
benn hired a mercenary to kill my sig...
Re: Simple Renderings Thread
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
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
obsolete asset
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