Simple Renderings Thread

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fused
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Re: Simple Renderings Thread

Post by fused » Thu Dec 17, 2009 9:12 pm

Borgleader wrote:@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?
Absorption and scattering :)
Lighting is sunsky only! Its a very, very simple scene.
I would upload the material, but there currently is a bug in the material editor that screws up the absorption :?

Anyway: heres the full ocean water material:

Code: Select all

    <medium>
        <name>MedSea Water_mid3</name>
        <precedence>10</precedence>
        <basic>
            <ior>1.330000</ior>
            <cauchy_b_coeff>0.000000</cauchy_b_coeff>
            <absorption_coefficient_spectrum>
                <rgb>
                    <rgb>0.004980 0.003765 0.005882</rgb>
                    <gamma>1.000000</gamma>
                </rgb>
            </absorption_coefficient_spectrum>
            <subsurface_scattering>
                <scattering_coefficient_spectrum>
                    <uniform>
                        <value>0.004000</value>
                    </uniform>
                </scattering_coefficient_spectrum>
                <phase_function>
                    <uniform />
                </phase_function>
            </subsurface_scattering>
        </basic>
    </medium>
    <material>
        <name>Sea Water_mid3</name>
        <specular>
            <internal_medium_name>MedSea Water_mid3</internal_medium_name>
            <transparent>true</transparent>
            <displacement>
                <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() real: ((fbm(mulCompVec2(getTexCoords(0) * 10.0, vec2(1.00000, 1.00000)),8) * 10.00000) + (fbm(mulCompVec2(getTexCoords(0) * 10.0, vec2(4.00000, 4.00000)),8) * 1.00000)) * 1.00000]]>
</shader>
                </shader>
            </displacement>
        </specular>
    </material>
and a screenshot of the scene:
scene.jpg
scene.jpg (301.53 KiB) Viewed 4846 times
the white line is actually the ground. I didnt do that on purpose, didnt really realize its just 2m under the sub until Joel pointed that out to me XD

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Fri Dec 18, 2009 12:11 am

Gorgeous. If I understand correctly you are using only one sub-routine among the 8 declared !?

Thanks for exposing the code fused. I realisd that the first difficulty with ISL was to get the idiom's basics clear in mind :!:
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fused
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Re: Simple Renderings Thread

Post by fused » Fri Dec 18, 2009 12:20 am

CTZn wrote:Gorgeous. If I understand correctly you are using only one sub-routine among the 8 declared !?
Yes, these functions are always generated by cindigo if you use a shader node. i have them all there because its just easier ^^
CTZn wrote:Thanks for exposing the code fused. I realisd that the first difficulty with ISL was to get the idiom's basics clear in mind :!:
no worries, Adam!

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Re: Simple Renderings Thread

Post by Polinalkrimizei » Fri Dec 18, 2009 9:27 am

Thanks for the explanation (...or some lolcats or faceplant pictures or whatever ^^....) I was always scared to used it no I'm gonna try for sure, doesn't seem like rocket science anymore 8)

Finally got to test blendigo's motion blur implementation, so easy! The image needs the "boing"-sound of marios jump to really work, please just imagine it as I don't know how to implement it here...
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Re: Simple Renderings Thread

Post by dougal2 » Fri Dec 18, 2009 10:00 am

@Polinalkrimizei

Nice picture - and I know it's probably only a test but perhaps try parenting the camera to mario so that mario is not blurred and the landscape is. As it is at the minute it looks like a DOF effect with the subject of the picture out of focus.

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Re: Simple Renderings Thread

Post by Polinalkrimizei » Fri Dec 18, 2009 6:04 pm

Thanks dougal2, sounds like a good idea, will try tonight!

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Re: Simple Renderings Thread

Post by Doug Armand » Fri Dec 18, 2009 8:13 pm

dougal2 wrote:@Polinalkrimizei

Nice picture - and I know it's probably only a test but perhaps try parenting the camera to mario so that mario is not blurred and the landscape is. As it is at the minute it looks like a DOF effect with the subject of the picture out of focus.
Does parenting work with motion blur? in the past it never seemed to for me - I always needed proper keyframes to get it to work...but maybe that was just for object motion blur?
Doug

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Re: Simple Renderings Thread

Post by dougal2 » Fri Dec 18, 2009 11:55 pm

Doug Armand wrote:
dougal2 wrote:@Polinalkrimizei

Nice picture - and I know it's probably only a test but perhaps try parenting the camera to mario so that mario is not blurred and the landscape is. As it is at the minute it looks like a DOF effect with the subject of the picture out of focus.
Does parenting work with motion blur? in the past it never seemed to for me - I always needed proper keyframes to get it to work...but maybe that was just for object motion blur?
Actually, you might be right - I've not tested it.

EDIT: you are indeed right. parenting won't work. You'll need to copy your IPO data to the camera and adjust as necessary.

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Re: Simple Renderings Thread

Post by Doug Armand » Sat Dec 19, 2009 12:34 am

dougal2 wrote:
Doug Armand wrote:
dougal2 wrote:@Polinalkrimizei

Nice picture - and I know it's probably only a test but perhaps try parenting the camera to mario so that mario is not blurred and the landscape is. As it is at the minute it looks like a DOF effect with the subject of the picture out of focus.
Does parenting work with motion blur? in the past it never seemed to for me - I always needed proper keyframes to get it to work...but maybe that was just for object motion blur?
Actually, you might be right - I've not tested it.

EDIT: you are indeed right. parenting won't work. You'll need to copy your IPO data to the camera and adjust as necessary.
Well it's not your fault 8) I think it's just the way Blender handles parenting. There is a plug-in that says it can create keyframes from parenting, ie it should create keys for every frame, but I could never get it to work. Bit of a pain really - if anyone has a solution be nice to hear it.
Doug

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Re: Simple Renderings Thread

Post by dougal2 » Sat Dec 19, 2009 12:58 am

Doug Armand wrote: Well it's not your fault 8) I think it's just the way Blender handles parenting. There is a plug-in that says it can create keyframes from parenting, ie it should create keys for every frame, but I could never get it to work. Bit of a pain really - if anyone has a solution be nice to hear it.
I think Blendigo could look for IPO data on parent objects recursively and sum up a complete transform for objects. Not sure if this is a practical solution though.

Additionally, here's an epic render that I've just become bored of watching. 50hrs and 81k S/px and still no decent reflection in the floor.
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Re: Simple Renderings Thread

Post by CTZn » Sat Dec 19, 2009 5:06 am

Additionally, here's an epic render that I've just become bored of watching. 50hrs and 81k S/px and still no decent reflection in the floor.
Patience, another quality of yours...

I guess glossy as such is rendering the light paths complexes. Did you nap the render with MLT Doug ? I think that should be mentionary when using transparent specular. Borrow the later but: medium.

Although there is no apparent scattering effect, is there ?
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Re: Simple Renderings Thread

Post by Godzilla » Sat Dec 19, 2009 9:23 am

For the challenge on Ronen Bekerman's blog. Here's my WIP thread.

House designed by Dunsky Kornhauser Architects, an Israeli based firm.



(Click the image to download the 3600x2200 version)
Image

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Re: Simple Renderings Thread

Post by dougal2 » Sat Dec 19, 2009 11:17 am

CTZn wrote:I guess glossy as such is rendering the light paths complexes. Did you nap the render with MLT Doug ? I think that should be mentionary when using transparent specular. Borrow the later but: medium.

Although there is no apparent scattering effect, is there ?
I think this was with BiDir/MLT with a specular transparent, no sss or dispersion.
the lighting setup is what might be called 'mildly difficult' being a small cube emitter one on each side and a larger, dimmer emitter above and behind the camera. The floor and backdrop are a curved 'half-pipe' type thing with a phong/specular reflective material with low exponent.

All in all some very tricky light paths, and I'm sure they'd converge with more rendering, but as I said.... bored now ;)

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Re: Simple Renderings Thread

Post by Jeff » Sun Dec 20, 2009 10:47 am

Nothing special, just a simple rendering of a pine tree I modeled in Sketchup and uploaded to the Google 3d warehouse.
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Re: Simple Renderings Thread

Post by Godzilla » Sun Dec 20, 2009 2:53 pm

Another update. :)

(Click the image to download the 3600x2200 version)
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