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doctorcillo
04-20-2004, 06:21 PM
Hi all, as u can see i'm trying to render a realistic enviroment of an abstract museum.
That's what ive done at the moment .
All critics will be strongly appreciated, thank you to everyone ;)

http://usuarios.lycos.es/v3team/Test5.jpg

Ill post actualizations of the scene as soon as possible.

Bye ! :D

poly enslaver
04-20-2004, 07:20 PM
Hi! I think it's not too bad, however I have not actually seen pic! Check your link. :drool:

alesmav
04-21-2004, 08:18 AM
yep, the link is dead...

ALES

Nicool
04-21-2004, 09:17 AM
Can not see your image either... But from the title, I advise you to check this excellent render at : http://suurland.com/portfolio_stills_artgallery.htm

:beer:

doctorcillo
04-21-2004, 03:43 PM
Hi again ! Sry for the delay but there was a problem with my inet conection :S

Finally i could upload my images.
Critic them as much as possible please.
Bye !
oh ! and thank you for the replies ;D

http://usuarios.lycos.es/v3team/Test5.JPG
http://usuarios.lycos.es/v3team/Test6.JPG

:beer:

poly enslaver
04-21-2004, 03:55 PM
Hey. I've got these artifacts too. First time in my life. I've just import my scene and they are left. Try it.

doctorcillo
04-22-2004, 11:38 AM
heres another render with some provisional materials :P Thx

http://usuarios.lycos.es/v3team/Test7.JPG

poly enslaver
04-22-2004, 03:42 PM
Hey man. Nice renders. I really liked them. The last one almost perfect. Could you also post some settings of your MR and lights? Did you use DGS materials? What about render times? Please.

P.S. it looks like you are using dirtmap. Try to make the fallof more smoother and also make the dirt color more bright.

doctorcillo
04-22-2004, 05:56 PM
Thank youu really much man :P
Im not using dgs shaders, just dielectric material for glass objects.
The other objects are normal maya materials with dirtmap node mapped to the color channel ( I dunno if its correct doing it that way) Yeah, I should definetly reduce the darkness of the dirt because at the moment it doesnt seem really real. But What does the fallof change ?

The scene is composed by an area light ( sunlight) and two point lights inside the room Both 3 emitting photons ( the energy and intensity are not really relevant cause they depend on the size of the scene i think )

110000 gi photons each light ( dunno why 110000 but it renders good :P )

Render Globals : 200 fg rays min radius 8 max radius 80 2000 gi accuracy and sampling quality depending on the quality of the image ( 1-3 for the future alldone image i think it will be) and 0-2 for tests.

I think thats all but keep on asking if you want any other information.

Thank you indeed for your reply .

See ya
:wavey:

doctorcillo
04-22-2004, 06:02 PM
Oh i forgot !

Render times;

The last image less than half an hour 640x480 and 0-1 sampling
The first one an hour (omg ) 640x480 and 1-3 sampling
The other ones i cant remember :D

Im working on a laptop p4 2.8 512ram ddr gf4mx 420 64mb

By the way I think i should add some blurriness to the floor reflection but i dunno how to do it cause i want to use dirtmap and i only know how to achieve blurred reflections via dgs shaders :S

Thanks again,

Bye:wavey:

poly enslaver
04-22-2004, 06:25 PM
Hi. Look try to illuminate your scene only with one area light (sun). Just set photons amount about 100000 that will vbe enough if you also turn ON FG, because FG with Gi works really cool. I know how but it's really hard for me to explain that on englsih. :cry: So you also can use 1000000 photons but also do not forget to adjust accuracy in Globals... However with FG it takes ages to render simple scene. I've not actually created just emmiting photons lights because it's not so physical correct for me... however my renders are not so cool as yours... One of my last renders is on my gallery (http://www.members.lycos.co.uk/pavelart/i-i.html) kitchen. 3 lights. 1 for bright sun and 1 per each window for soft diffuse illumination... Scene is very large (bad modeling, but fast) so FG takes about 2 hours with 1000 rays. yeah about DGS. just use dirtmap as diffuse channel in DGS Mi material, it works the same way. And do not forget that dgs photons shaders are really needed, because MR perfectly works only with his own materials (shaders). Ok. I repeat: really cool renders. keep working man! Bye.

poly enslaver
04-22-2004, 06:30 PM
Hi. Look try to illuminate your scene only with one area light (sun). Just set photons amount about 100000 that will vbe enough if you also turn ON FG, because FG with Gi works really cool. I know how but it's really hard for me to explain that on englsih. :cry: So you also can use 1000000 photons but also do not forget to adjust accuracy in Globals... However with FG it takes ages to render simple scene. I've not actually created just emmiting photons lights because it's not so physical correct for me... however my renders are not so cool as yours... One of my last renders is on my gallery (http://www.members.lycos.co.uk/pavelart/i-i.html) kitchen. 3 lights. 1 for bright sun and 1 per each window for soft diffuse illumination... Scene is very large (bad modeling, but fast) so FG takes about 2 hours with 1000 rays. yeah about DGS. just use dirtmap as diffuse channel in DGS Mi material, it works the same way. And do not forget that dgs photons shaders are really needed, because MR perfectly works only with his own materials (shaders). Ok. I repeat: really cool renders. keep working man! Bye.

doctorcillo
04-22-2004, 06:53 PM
Hi again . Thanks about that. Ill do that with dgs shaders, i didnt realise about that ;)

By the way congrats for the gallery, really good renderings on it :P

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