Silverwings Render Corner

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Oscar J
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Re: Silverwings Render Corner

Post by Oscar J » Wed Sep 02, 2015 11:38 am

Nice one - the subtle CA sells it perfectly. :)

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Zom-B
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Re: Silverwings Render Corner

Post by Zom-B » Wed Sep 02, 2015 7:30 pm

Nice one Raphael!

If you want to push your hardware to the limit and also create some interesting look for the glass try using cauchy b for the glass material (value of lets say 0.001 to 0.003).
This will add the color changes to specular materials that are common for gemstones ;)

Be aware of colored noise for caustics and refractions and longer rendertimes!
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Silverwing
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Re: Silverwings Render Corner

Post by Silverwing » Wed Sep 02, 2015 7:56 pm

Oscar J wrote:Nice one - the subtle CA sells it perfectly. :)
Thanks. I really appreciate it!
Zom-B wrote:Nice one Raphael!

If you want to push your hardware to the limit and also create some interesting look for the glass try using cauchy b for the glass material (value of lets say 0.001 to 0.003).
This will add the color changes to specular materials that are common for gemstones ;)

Be aware of colored noise for caustics and refractions and longer rendertimes!
Hey there. Thanks for the tip ;-)
I know about the Cauchy B Coeff I used it on the prisms that I made.
To be honest the reason was just that I just was not patient enough with this scene :oops:
It sure would give the whole thing a even better look.

Cheers guys and as always thanks for the feedback!
You don´t dream in cryo.

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Re: Silverwings Render Corner

Post by Zom-B » Wed Sep 02, 2015 8:52 pm

Silverwing wrote:I know about the Cauchy B Coeff I used it on the prisms that I made.
Aaaaaaaabsolutely forgot about that -.-'
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Re: Silverwings Render Corner

Post by Silverwing » Wed Sep 09, 2015 12:26 am

And especially made for Zom-B:
A lot of dispersion ;-)
Diamonds_01.jpg
Diamonds on Cloth.
Render Method: Pathtracing BiDir
Resolution: 4096x2160 px
Rendertime: Left it rendering over night ca. 9h
Cheers,
Raphael
You don´t dream in cryo.

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bubs
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Re: Silverwings Render Corner

Post by bubs » Wed Sep 09, 2015 1:02 am

Very nice sir! 8) Could you share a little on your camera settings? I've never managed to achieve those nice big bokeh that you have here..

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Re: Silverwings Render Corner

Post by Zom-B » Wed Sep 09, 2015 2:08 am

Silverwing wrote:And especially made for Zom-B:
A lot of dispersion ;-)
He he, dispersion in the dof blur area, you torture your hardware mate :lol:
Also a great example for the need of "interactive render area", where a user can paint on the image where CPU needs to be focused...
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Oscar J
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Re: Silverwings Render Corner

Post by Oscar J » Wed Sep 09, 2015 2:40 am

https://www.youtube.com/watch?v=J9JTZloMw7U :cry:

But actually being able to paint where you want to focus would be even cooler.

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Re: Silverwings Render Corner

Post by Zom-B » Wed Sep 09, 2015 3:20 am

Oscar J wrote:But actually being able to paint where you want to focus would be even cooler.
This Maxwell feature has been created with animations in mind, but is indeed rather static...
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Re: Silverwings Render Corner

Post by Silverwing » Wed Sep 09, 2015 4:13 am

bubs wrote:Very nice sir! 8) Could you share a little on your camera settings? I've never managed to achieve those nice big bokeh that you have here..
Sure here you go:
White Point: E
F-Stop: 8
Aperture Diffraction: ON
Aperture Shape: Image
(I used an image found on google searcvhing for "Bokeh Map")

Tonemapping: Linear
(Pre)Scale: 1

Output as Untonemapped OpenEXR.

What is Bokeh:
The "Bokeh" exists everywhere in your picture except exactly on the focal plane. Its an artifact of the Circle of Confusion. Every part of your picture that is not exactly on the focus plane gets blurred in a circular fashion. The region that you perceive as sharp before and after the focal plane is just the area where the circle of confusion is smaller then one pixel or smaller then your eyes threshold to see it. Depending on the lens and its aperture you have different shapes and internal "densities" of the bokeh shape.

You normally do not see the bokeh in a picture unless in areas of strong contrast.
Lets take a glint inside a glass for example. This is a very small spot that is extremely bright and therefore has an immense contrast compared to the rest of the image (or at least its surrounding area). This lets you see the circle of confusion of that exact point. How big it is and how it looks.


How to get nice Bokeh: (I don´t think its something I did to the camera. It should work well even with the standard settings)

Allow DOF to happen in your scene: Of course to have bokeh you need to have a wide open aperture (small number). Also the scene scale and the lens you use determine the strength of your DOF of course.

Light your scene with contrast, to get a lot of glints and glares (bright areas). Smaller light sources give sharper highlights. Also HDRIs with a high dynamic range are really good. (I am not sure to what extend Colormapping will reduce the effect of seeing bokeh though)

Let it render. You do not see the bokeh straight away. In fact its the last thing that gets clean most of the times. So you have to have at least some patience.

Find the right Bokeh map. Maps that have a bright edge and darker center make the bokeh more visible in the scene. Maps that fade out will make the bokeh almost disapear (really soft). But be careful a strong edge can also make your out of focus areas look really uneven and uncomfortable to look at. (In photography you normally search for lenses with a creamy bokeh that is not distracting)

Thats all I can think of as for now. I hope this helps to get a nice bokeh effect in your renders!

Zom-B wrote:
Silverwing wrote:And especially made for Zom-B:
A lot of dispersion ;-)
He he, dispersion in the dof blur area, you torture your hardware mate :lol:
Also a great example for the need of "interactive render area", where a user can paint on the image where CPU needs to be focused...
Well yes. I really like that I finally have some use for my "Renderfarm"
And also yes. It would be great to have the out of focus diamonds a little more refined. You can still see some serious noise going on. But then again... dispersion in out of focus areas is something you do not have every day.
Oscar J wrote:https://www.youtube.com/watch?v=J9JTZloMw7U :cry:

But actually being able to paint where you want to focus would be even cooler.
True that. I would love that. Or even a threshold setting where Indigo measures the delta of the pixel changing. If the change is too small (under the threshold) it stops rendering that pixel.

Cheers,
Raphael
Last edited by Silverwing on Wed Sep 09, 2015 11:01 am, edited 1 time in total.
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Oscar J
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Re: Silverwings Render Corner

Post by Oscar J » Wed Sep 09, 2015 4:29 am

Silverwing: you do know about Indigo's region rendering, right? :) Save your main render, use the selection tool and make your selection, then start rendering again.

Also - what a resource you are already for this forum. :)
Last edited by Oscar J on Wed Sep 09, 2015 6:11 am, edited 1 time in total.

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bubs
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Re: Silverwings Render Corner

Post by bubs » Wed Sep 09, 2015 5:06 am

Silverwing thanks for the great explanation! Always a treat for us amateurs to learn from a pro! You are most welcome to the forums!

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Re: Silverwings Render Corner

Post by Silverwing » Thu Apr 13, 2017 11:43 pm

Hi there. With Indigo Renderer 4.0.50 Beta Release bringing us custom GPU ray depth I had to try it out.
Its a rather simple test.

A glass with green absorption medium and Dispersion (Cauchy B of flint-glass)
Rendered for 6 min with a ray depth of 32.
Lit with one HDRI.
Rendered on 3 GTX 1080 Ti

Its still a bit noisy. But I think for the high ray depth, dispersion and the caustics 6min really nice.

I am very satisfied!
Now just bring this into C4D please :-)
Indigo_GPU_Glass_01.jpg
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Oscar J
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Re: Silverwings Render Corner

Post by Oscar J » Fri Apr 14, 2017 12:09 am

Very nice :)

How does the 1080 Ti perform?

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Re: Silverwings Render Corner

Post by pavoda » Fri Apr 14, 2017 12:16 am

Silverwing wrote:Hi there. With Indigo Renderer 4.0.50 Beta Release bringing us custom GPU ray depth I had to try it out.
Its a rather simple test.

A glass with green absorption medium and Dispersion (Cauchy B of flint-glass)
Rendered for 6 min with a ray depth of 32.
Lit with one HDRI.
Rendered on 3 GTX 1080 Ti

Its still a bit noisy. But I think for the high ray depth, dispersion and the caustics 6min really nice.

I am very satisfied!
Now just bring this into C4D please :-)
Indigo_GPU_Glass_01.jpg
Nice. Benchmark your 1080TIs please :)

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