3dNoiz00

Show off your final renders
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CTZn
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Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

3dNoiz00

Post by CTZn » Thu Mar 01, 2007 1:34 pm

I can say this one has finished rendering, it has over 20K muxels, I just forget it in a corner :) Everything is fine since I don't have to reboot anymore to get an internet connection :D

Image

Yes it's 3d noise generated, nothing dynamic. The main body is translucid while his satellites are lightmeshes. Postpro in Violet exclusively. Here the

Code: Select all

<medium>
	<name>call_it_medium</name>
	<precedence>6</precedence>
	<basic>
		<ior>1.542099953</ior>
		<cauchy_b_coeff>0</cauchy_b_coeff>
		<absorption_coefficient_spectrum>
			<rgb>
				<rgb>0.8429999948 0.8779999986 0.9079999998</rgb>
			</rgb>
		</absorption_coefficient_spectrum>
		<subsurface_scattering>
			<scattering_coefficient_spectrum>
				<uniform>
					<value>0.8262000084</value>
				</uniform>
			</scattering_coefficient_spectrum>

			<phase_function>
				<henyey_greenstein>
					<g_spectrum>
						<uniform>
							<value>0.5</value>
						</uniform>
					</g_spectrum>
				</henyey_greenstein>
			</phase_function>
		</subsurface_scattering>
	</basic>
</medium>
of the medium. Not sure how values will scale with your scene tho, to be adapted.

Aren't we monday :?: Well I've done my week :mrgreen:

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tungee
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Location: Gießen Germany

Post by tungee » Thu Mar 01, 2007 7:16 pm

wow! looks superb!
one crit : mat is a little bit reflective!
Music has the right to children!

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CTZn
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Location: Paris, France

Post by CTZn » Thu Mar 01, 2007 7:32 pm

Yes, that's because of the ior (1.52, like cristal I think). The most disturbing I think is that it has nothing but the lights to reflect, this makes the shape even more unconsistent :)

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suvakas
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Post by suvakas » Thu Mar 01, 2007 8:15 pm

This looks pretty cool! I specially like the SSS.

Suvakas

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Kram1032
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Post by Kram1032 » Fri Mar 02, 2007 3:17 am

crystal has an IOR of minimum 1,5442
maximum is 1,55331 8)
actually, you'd need both IORs in one mat, 'cause of the Birefringence of crystal :D
(But I think, it's not a feature of Indigo...
Maybe possible with transparent blend-mats :D :D)
One question: why do you use that much decimals? Is it exported like this?

StompinTom
Indigo 100
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Post by StompinTom » Fri Mar 02, 2007 4:58 am

that material looks really cool! nice render: simple but elegant. only crit id have is darken the background even more (probably reduce the bloom, i guess) and make the material a little less shiny IMO.

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CTZn
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Post by CTZn » Fri Mar 02, 2007 7:07 am

@kram: Yes, it's exported with a precision of 3 decimals but during the process, values are converted to a higher level of precision.

0.843 => 0.8429999948


@StompinTom: On my CRT screen bloom is hardly distinguishable (?) I don't remember the weight (weak) but the radius was pretty high. That's not how people would normally use bloom but heat has a lower energy; so a big radius gives a warmer impression I believe.

About shinyness... again I'm going to add some surroundings to that blob, or maybe have fun with another... Very low ior, or highly absorbant mediums are fun too. I want to test wether the camera can be within a defined medium or not. Maybe something related to camera lens precedence, or simple ior stuff :?:

Gotta test that ! But now let's go for some online gaming :D

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