Simple Renderings Thread

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ENSLAVER
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Re: Simple Renderings Thread

Post by ENSLAVER » Fri Nov 04, 2011 10:52 am

Random stuff
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maxigoExp3.jpg
maxigoExp2.jpg
maxigoExp1.jpg

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OnoSendai
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Re: Simple Renderings Thread

Post by OnoSendai » Fri Nov 04, 2011 11:15 am

Nice one Enslaver!
Love the first image :)

haluperido
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Re: Simple Renderings Thread

Post by haluperido » Sun Nov 06, 2011 3:00 pm

just being creatively bored and I've made myself material showcase .psd file for quick reference in future =)
dunno if you find it useful but here's the file anyways:
http://hotfile.com/dl/134324051/2dd8902 ... e.psd.html

Material in Database
Attachments
Birch_Leaf_Orange.jpg

haluperido
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Re: Simple Renderings Thread

Post by haluperido » Tue Nov 08, 2011 10:04 am

another simple test render, this time for birch tree bark material

material in db (http://www.indigorenderer.com/materials/materials/1047)
Attachments
Birch_Tree_Bark_Preview.jpg

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ENSLAVER
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Re: Simple Renderings Thread

Post by ENSLAVER » Wed Nov 09, 2011 6:23 pm

brb tropical island
Attachments
tropics.png

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dakiru
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Re: Simple Renderings Thread

Post by dakiru » Thu Nov 10, 2011 3:30 am

ENSLAVER wrote:brb tropical island
Seems to be hot :)

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lycium
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Re: Simple Renderings Thread

Post by lycium » Thu Nov 10, 2011 3:42 am

Looks awesome, I love the soft glow around the leaves :D

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cotty
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Re: Simple Renderings Thread

Post by cotty » Thu Nov 10, 2011 5:43 am

ENSLAVER wrote:brb tropical island
Very nice! I would like to see something about the scene setup if you like to share
Thanks,
Cotty
little gallery... http://unverzagt.biz/cottysgallery/

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fused
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Re: Simple Renderings Thread

Post by fused » Thu Nov 10, 2011 6:03 am

Ground fog :)
ground_fog.png

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dakiru
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Re: Simple Renderings Thread

Post by dakiru » Thu Nov 10, 2011 6:15 am

fused wrote:Ground fog :)
ground_fog.png
Hau? :D

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lycium
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Re: Simple Renderings Thread

Post by lycium » Thu Nov 10, 2011 6:22 am

ISL shader, exponential falloff as a function of height determines the scattering coefficient.

Stinkie
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Re: Simple Renderings Thread

Post by Stinkie » Thu Nov 10, 2011 6:45 am

lycium wrote:ISL shader, exponential falloff as a function of height determines the scattering coefficient.
That's geek to me. 8)

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CTZn
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Re: Simple Renderings Thread

Post by CTZn » Thu Nov 10, 2011 8:16 am

Very cool, it had to be done. You could proportionate the pos.z with the height too, and use the gound displacement as offset !

Ideally, that is :)
obsolete asset

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lycium
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Re: Simple Renderings Thread

Post by lycium » Thu Nov 10, 2011 9:09 am

I think the final equation was exp(pos.z, -k1) * (noise(pos * k2) * 0.4 + 0.6) * k3

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cotty
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Re: Simple Renderings Thread

Post by cotty » Thu Nov 10, 2011 9:12 am

Little test with a solar cell texture...
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solarzelle.jpg
little gallery... http://unverzagt.biz/cottysgallery/

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