Simple Renderings Thread

Get feedback from others on your works in progress
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Kram1032
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Post by Kram1032 » Sat Feb 21, 2009 10:40 pm

Those diffraction tests are amazing! :D Great!
I wonder if it was possible to do appertures in ISL.... :)

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SATtva_
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Post by SATtva_ » Sat Feb 21, 2009 10:40 pm

suvakas, many thanks! I thought it's a blend.

neo0.
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Post by neo0. » Sun Feb 22, 2009 6:32 am

Something I made last night...
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im1235199089.jpg
im1235199089.jpg (797.51 KiB) Viewed 4126 times

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Kram1032
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Post by Kram1032 » Sun Feb 22, 2009 9:25 am

do I see normal problems in there?

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PureSpider
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Post by PureSpider » Sun Feb 22, 2009 9:41 am

Where? I don't...

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Kram1032
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Post by Kram1032 » Sun Feb 22, 2009 9:46 am

around the top and the bottom of the glass-cups and the handle-ends.... (normal / normal smoothing)

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WytRaven
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Post by WytRaven » Sun Feb 22, 2009 11:01 am

Looks like it needs more polys and detail around the rim. The edges are a bit sharp there neo. Grab a real glass and look really close at the rim and model accordingly. You'll see what I mean.
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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SATtva_
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Laptop (w/ artifacts)

Post by SATtva_ » Mon Feb 23, 2009 4:29 am

I'm modeling a laptop, and there's something strange going on. As you can see on the first image, some faces look a little more bright than the rest (I've pumped up contrast and outlined these areas on the second image). And I can't figure out what causes that effect. Materials are uniform on these surfaces, normals smoothing is off, all areas are flat, there are no slopes which may reflect light in other direction.

Could the ray_origin_nudge_distance be the cause of the problem? Because the model has many very tiny details, I had to set it to 0.000001 to get rid of other artifacts like disappeared polygons.
Attachments
blender_laptop.jpg
Wireframe in Blender
blender_laptop.jpg (140.11 KiB) Viewed 4012 times
contrast_laptop.jpg
Laptop in high contrast with surface artifacts outlined
contrast_laptop.jpg (122.22 KiB) Viewed 4012 times
laptop.jpg
Laptop
laptop.jpg (90.06 KiB) Viewed 4014 times

Psychotron80
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Post by Psychotron80 » Mon Feb 23, 2009 4:53 am

using subsurf modifier on that surface?

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SATtva_
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Post by SATtva_ » Mon Feb 23, 2009 5:09 am

Nope, no modifiers at all, just a bare mesh.

Edit: Ah, thanks for the question, Psychotron80, it lead me to look more thoroughly through object settings, and in Blendigo under Mesh menu I found that Subdivision Smoothing is turned on (no idea when I turned it on actually). I'll try to test render again.

Psychotron80
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Post by Psychotron80 » Mon Feb 23, 2009 5:29 am

glad to be of help! that could well be the problem, it could have a similar effect as Subsurf...

but I'm soo n00b I cannot say!

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SATtva_
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Post by SATtva_ » Mon Feb 23, 2009 6:04 am

It's awful, shame on me. :[[[[ The cause of the problem was in fact the ray_origin_nudge_distance. But the real reason was me setting it to 0.000000, not 0.000001 for that particular rendering!

This looks much more sane:
Attachments
laptop_sane.jpg
laptop_sane.jpg (126.33 KiB) Viewed 3985 times

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CTZn
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Post by CTZn » Mon Feb 23, 2009 6:07 am

The leds are rocking ! The plastic material is nice too, so is the modeling... heh.
obsolete asset

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suvakas
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Post by suvakas » Mon Feb 23, 2009 6:10 am

Looks really nice !

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SATtva_
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Post by SATtva_ » Mon Feb 23, 2009 6:28 am

Thanks guys.

CTZn and all interested in LEDs:

I spent several hours trying to make this damn thing real. Below I'll attach geometry and material settings (I hope non-Blender guys could figure out proper settings for their exporters).

There are a few tricks here. First, orgglass_matt material (shown below) is for turned off LED. For turned on LED glass is just a diffuse transparent material with RGB of 0.8. However, used for turned off LEDs diffuse transparent makes them too dark.

Second, as you can see below, there is a plain mesh intersecting LED glass. It must be any white material. For turned off LEDs it makes them really white from the light backscattered in glass.

For the LED light I used gain value, but I think Luminous Emittance (lux) could be used as well. However, Luminous Flux of even 1 lm makes LED burned to white.
Attachments
led_settings.jpg
led_settings.jpg (208.67 KiB) Viewed 3974 times

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