View Full Version : Scene: Render study with brazil
Dmitry 01-20-2003, 12:28 PM hi guys, had to do this render study...4 shaders 1 chrome, 1 car paint, 1 besic shader with special fall off maps, one besic brazil shader with defaults.
Photon bouncing 3
photon immition 31
secondary 5
2 area lights with shadows
render time 20 min on amd 1.5ghz
http://www3.telus.net/public/vinnik88/renderstudy.jpg
ur more then welcome to comment, and post ur studys here
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Khepri
01-20-2003, 07:23 PM
OMG that looks awsome! what did you use on those spheres?
they are so round!
Brazil sure looks like its high-end!
amazing!
:buttrock: ruk on!
Projectkmo
01-20-2003, 07:53 PM
just wondering, what is it about that sceen that has "Cracked" Brazil written all over it? :shrug:
Dmitry
01-20-2003, 07:54 PM
thanks ur a pro
moroten
01-20-2003, 08:02 PM
What's so cracked about that image? So its a light study, nothing to bash at if you don't like it. And even if it is cracked, who cares if its cracked as long the guy's trying out the software and not doing anything commercial with it? I wonder what user bases 3D apps would have without poor students and amateurs learning on pirated software.
-Daniel
Hexodam
01-20-2003, 08:07 PM
Originally posted by moroten
What's so cracked about that image? So its a light study, nothing to bash at if you don't like it. And even if it is cracked, who cares if its cracked as long the guy's trying out the software and not doing anything commercial with it? I wonder what user bases 3D apps would have without poor students and amateurs learning on pirated software.
-Daniel
totaly agree, the entire computer industry has alot to thank for pirated software strangely enough
ThirdEye
01-20-2003, 08:24 PM
Strange people populating Cgtalk nowadays... I can't even see anything cracked in that image too :surprised
jugger
01-20-2003, 09:20 PM
the black sphere has a fine white ring about her... i think this is wanted and done due your fallof shader.
but i think at the base of the sphere where it touches the floor... there should no white aura left... there should be too less light to generate this ring... so it looks like the sphere is floating above the ground :)
bobba
01-20-2003, 11:11 PM
How to use photon, why photon?
Dmitry
01-20-2003, 11:19 PM
to bobba
why photons? because they simulate the real world lighting, where emitted photons bounce between surfaces to acieve the nesessery lighting/shading.
How to use one? well you cant use one...u need many to get the result. GI rendering engine like brazil, vray, final render, metal ray give you that ability.
bobba
01-20-2003, 11:27 PM
diffuse level dialogue?
Dmitry
01-20-2003, 11:59 PM
that is also available at with a great control. As well as multi-pass
renderings.
JA-forreal
01-21-2003, 12:15 AM
That's a great render Dmitry. I'm trying out a Blender renderer called YafRay and some of my results remind me of your render. Although yours looks much better since I'm just so new to photon light settings. Try adding some caustics maybe for the spheres? In real life objects emit their color. And photon mapping makes adding color emission properties to your scene objects so easy.
Ceck out some of these YafRay samples:
http://www.coala.uniovi.es/%7Ejandro/noname/examples/000015.jpg
http://www.coala.uniovi.es/%7Ejandro/noname/examples/000007.jpg
-YarRay:
http://www.coala.uniovi.es/%7Ejandro/noname/
I love caustic FX. I often don't worry about adding them because so much effort is involved to get them just perfect. Great stuff.
JA-forreal
Dmitry
01-21-2003, 12:21 AM
i agree...i will do some other setups later on. To your pictures i have some coments, they look great, but seems like the objects do not have a correct shadow beneath them which makes them look a little float. Ofcorse i dont know about this engine ur using so thats the only thing i'd say.
JA-forreal
01-21-2003, 12:43 AM
I have to keep that in mind when I submit a bug report to the " The YafRay Guy's". Were only in the testing stage of a few months or so. A big thing I like about YafRay is the rendering speeds were getting with lots of lights and meshes added to the scenes. Were rendering 20,000 count polygon scenes with lots of lights in about 2 to 3 minutes at 640X480 image size to 15 minutes for a 1280X1024 image. This is not bad. On P3 machines. And AMD's at 1.5 gigs like yours absolutely rock with YafRay.
(Also, I keep in mind with any 3d app I use that real lighting and shadows have to be controlled by the 3d artist. Granted some of the code writers who set up the science of lighting for 3d tools so that we can click buttons to get the right lights for our 3d scenes are not artist. They are 3d engineers.)
So most the those things rest on our shoulders as 3d artist.
Maybe by the spring or so we will have worked out most of the bugs and who knows maybe someone will port the YafRay features into the Blender program directly.
I'ts all free and user driven so who knows. In the end we will all get the results we want and please the onlookers eyeballs. It's all good.
3d users are getting more beatuiful rendering results all around these days.
jcjimenez
01-21-2003, 09:28 AM
I think you should add depth to the scene by increasing # of bounces
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