Show off your final renders
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slamdog
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by slamdog » Fri Nov 02, 2007 1:35 am
Hi all,
the final version (for now, maybe

) of my last work.
Hope you like it.
Bye bye
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Attachments
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- final_.jpg (472.1 KiB) Viewed 14945 times
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drBouvierLeduc
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by drBouvierLeduc » Fri Nov 02, 2007 2:43 am
That is really good !
Everything's top notch, except maybe the wood floor wich looks a little flat.
I'd really like to know how you did get that camera angle ? I mean, there should be some distortion because of the perspective.
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slamdog
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- Location: abruzzo, italy
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by slamdog » Fri Nov 02, 2007 2:48 am
it's simply the blender camera pointing at y direction with 16mm lenses.
bye bye

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Kram1032
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by Kram1032 » Fri Nov 02, 2007 3:59 am
never experimented with cam angles? O.o
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drBouvierLeduc
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by drBouvierLeduc » Fri Nov 02, 2007 5:34 am
@kram -> I thought you had to use some shift function, or something. 16mm, pointing at y direction ? good to know, will try that
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dougal2

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by dougal2 » Fri Nov 02, 2007 5:39 am
ok, don't tell lies - this is a photo, right?
top notch.

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slamdog
- Posts: 38
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- Location: abruzzo, italy
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by slamdog » Fri Nov 02, 2007 6:15 am
Thanks all
A little question for technicians: why there's a vignetting effect in the rendering (it's not a postpro effect)...maybe it's the camera tonemapping...maybe not, because the untonemapped exr has this effect too... don't understand...
bye bye

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manitwo
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by manitwo » Fri Nov 02, 2007 6:39 am
g-r-e-a-t

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Kram1032
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by Kram1032 » Fri Nov 02, 2007 6:41 am
'cause it's realistic and Indigo is there, for realism
It's a physically correct simulation of a camera with the settings, you used

(16mm)
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slamdog
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by slamdog » Fri Nov 02, 2007 6:50 am
Thanks Illustrious professor Kram1032

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Kosmokrator
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by Kosmokrator » Fri Nov 02, 2007 8:57 am
nice!!!!
some bloom may help the overall quality....play with violet a little.....
wait for further updates in future
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Kram1032
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by Kram1032 » Fri Nov 02, 2007 9:49 am
then, the external tone mapping falls aside, though...
you should try bloom'n'glare and then, either see, which one looks better, or maybe, you're able to add the effect in the other pic, too, by making a difference map and filter it... dunno, if that works in any way

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CoolColJ
- Posts: 1738
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by CoolColJ » Fri Nov 02, 2007 9:57 am
needs to be rendered for far longer IMO, the sky isn't fully smooth yet
2000 samples minimum!
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Harry Beaver
- Posts: 34
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by Harry Beaver » Thu Dec 27, 2007 11:57 pm
great render !
how did you texture the concrete ?? i want to make s'thing similar but texturing is a pain in the ...
did you make the texture yourself ? all tips would com in handy
cheers
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BbB
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Contact:
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by BbB » Fri Dec 28, 2007 4:57 am
Very nice work. Impressive in all respects.
Adding to Kram's post, I also think the vignetting is a function of using such a wide angle. That would produce strong vignetting in real life.
I wouldn't bother about rendering it longer. It can't really get any cleaner than that.
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