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    Various rendering choices? -- Challenge!

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    • soloS Offline
      solo
      last edited by

      Thea, hdri only.

      One in another.


      geo taff.jpg

      http://www.solos-art.com

      If you see a toilet in your dreams do not use it.

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      • GaieusG Offline
        Gaieus
        last edited by

        Well, volumetric masses still increase render times though you might be correct about its faster rendering time.

        I know the "trick" as Twilight, which uses Kerky's rendering engine, is (currently) not able to render fog so these "fake" volumetric renderings are the "solution".
        Some tips on volumetric lighting.
        However depth rendering can even (and also) help with faking fog effect, too.


        Anyway, I do not mean to criticize the render as a "result" of what you have done since that is way too cool for that. Just thinking aloud about different, competitive methods.

        Gai...

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        • TaffGochT Offline
          TaffGoch
          last edited by

          solo,

          I figured someone would try transparent, refractive material. πŸ˜„ The refractions make for a nice render.

          http://i579.photobucket.com/albums/ss233/taffgoch/red-pill-blue-pill.jpg

          I thought about using blue or red, but, with the economies around the world being in such bad condition, I'm currently partial to gold. πŸ˜†

          (Right now, the gold weave is my wallpaper....)

          -Taff

          "Information is not knowledge." -- Albert Einstein

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          • EscapeArtistE Offline
            EscapeArtist
            last edited by

            Here's one:mesh.jpg

            I tried all metal textuers in a previous render, but it was too black and white. Red "paint" looks good. Done in Kerky, MLT/BPT 30 passes/30 minutes. Nothing special done as far as environment goes, the model was reduced to 1" in dia, 2 lights used with inverse attenuation plus the sun left in default settings. Infinite ground plane with a semi-matte finish. That's it.

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            • TaffGochT Offline
              TaffGoch
              last edited by

              So, you used chrome, eh?

              In my previous experience, with POV, chrome wouldn't look right, unless there was some thing(s) to reflect. Is this true for Kerkythea? Do I have to provide a "sky" to get chrome to render acceptably?

              Actually, now that I mention it, must I provide "off-stage" objects/emitters for reflections, to produce realistic "shiny" renders by Kerky? (I'm thinking, yes.)


              Secondly, you provided additional lights. Was this to provide "ambient" lighting, or to give something to reflect (as mentioned above) ?

              -Taff

              "Information is not knowledge." -- Albert Einstein

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              • GaieusG Offline
                Gaieus
                last edited by

                This is just 6 passes with Twilight ("Easy 10 - interior progressive, unbiased) with three lights and a couple of "reflective" faces around (the so called "basic Twilight studio scene). I will let it cook longer to see how it refines.

                Texture is a "Rainbow metal" from the KT "Metal_Ashknimin_MLT" texture pack.


                geo-test.jpg

                Gai...

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                • TaffGochT Offline
                  TaffGoch
                  last edited by

                  I like the iridescent, mother-of-pearl appearance. I'll have to download that material pack.

                  Is the graininess of the image due to the render, or to post-render compression?

                  -Taff

                  "Information is not knowledge." -- Albert Einstein

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                  • EscapeArtistE Offline
                    EscapeArtist
                    last edited by

                    @taffgoch said:

                    So, you used chrome, eh?

                    No chrome. Anisotropic metal. Wanted a sort of "extruded" look to make it look more like wire instead of some kind of "prefect" material.

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                    • GaieusG Offline
                      Gaieus
                      last edited by

                      @taffgoch said:

                      Is the graininess of the image due to the render, or to post-render compression?

                      That's the render preset. Like MLT and similar in KT, this unbiased preset starts with "noisy" images (that's actually the term in Podium) and clears up gradually (if ever - in case of too little light, it can take quite long)

                      Gai...

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                      • soloS Offline
                        solo
                        last edited by

                        Let there be light.


                        Geodesic _Weave_Class-III_10v(4,6)[1]2.jpg

                        http://www.solos-art.com

                        If you see a toilet in your dreams do not use it.

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                        • TaffGochT Offline
                          TaffGoch
                          last edited by

                          solo,

                          It's interesting that the "seams" where the multiple "worm" components meet are visible in your render, but not the others (so far.) That's something I was glad not to see in my renderings. So, how come they're in your latest? Was it the material, or some other parameter, I have to wonder?


                          gaieus,

                          Thanks for the DOF link. I've not yet tried that, and it looks VERY promising.

                          [EDIT Wonderful! I played with the DOF mask, and really like the results. The same mask can be used for changing the lighting (fog) and depth-of-field blurring. Just what I needed, for post-processing in Photoshop. Thanks, again, Gai...]

                          -Taff

                          "Information is not knowledge." -- Albert Einstein

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                          • GaieusG Offline
                            Gaieus
                            last edited by

                            Welcome Taff, not as if I would have ever used those techniques myself - just knew about those tuts.
                            πŸ˜„

                            This DOF render is cool however to experiment with the various blending modes of the two layers. This is about 50% with "Glow" mode.


                            geo-test-glow.jpg

                            Gai...

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                            • R Offline
                              Rico91
                              last edited by

                              nice object!

                              Render from hypershot
                              rendertime 1:08 h

                              http://lh5.ggpht.com/_rMc47FEl0fA/TCyF3aa7xiI/AAAAAAAACE4/2kYDRPEUz9g/untitled.11.jpg

                              [img:y90a5vdg]http://lh5.ggpht.com/_rMc47FEl0fA/Sro-DozMGPI/AAAAAAAABwU/zZsLbdpwWAs/forum_onderschrift_r3d_30pxh.jpg[/img:y90a5vdg] [url:y90a5vdg]http://www.R3Design.nl[/url:y90a5vdg]

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                              • soloS Offline
                                solo
                                last edited by

                                Taffgoch, I overlayed the SU lines (exploded) hence the joins are visible.

                                Another quick play.


                                geometal.jpg


                                taffball.jpg

                                http://www.solos-art.com

                                If you see a toilet in your dreams do not use it.

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                                • olisheaO Offline
                                  olishea
                                  last edited by

                                  nice renders here.

                                  Gaieus is right, you don't strictly need the smoky glass/fog materials. just use the depth render and play with different blending modes....overlay and multiply can be used to emphasize foreground/darken background. also try inverting your depth render to change what is/isn't in focus etc if you are using it as a depth mask (for DOF)

                                  will have a go at this soon hopefully, nice model πŸ‘

                                  oli

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                                  • daleD Offline
                                    dale
                                    last edited by

                                    Although a little difficult to carve out of Jade, I'm sure there is a Chinese Master carver out there who would be tempted.
                                    Thea, IBL,SSS,TR1,1Hr 10 Min


                                    Geodesic orb 1.png

                                    Just monkeying around....like Monsanto

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                                    • TaffGochT Offline
                                      TaffGoch
                                      last edited by

                                      Every good photographer takes advantage of the depth-of-field, for sharp/blur and close/distant distortion. I used to be okay at it, back when I was in college. Your latest renders, solo, really demonstrate the extremes.

                                      I just have to get used to the Kerkythea settings. I only wish I had more time to play with KT.

                                      Without these effects, the distinction between close and distant elements "gets lost."
                                      No DOF adjustments
                                      With DOF blurring & darkening, the depth is more apparent:
                                      DOF blur & darken

                                      -Taff

                                      "Information is not knowledge." -- Albert Einstein

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                                      • TaffGochT Offline
                                        TaffGoch
                                        last edited by

                                        dale,

                                        I was thinking of, eventually, trying a sub-surface-scattering jade render, with a centrally-positioned light-source globe, about half the diameter of the weave.

                                        I've got to go back to the SSS discussion, and experiment some. If someone else is quicker at it than I, it would be most appreciated if you could please share the KT parameters you used.

                                        -Taff

                                        "Information is not knowledge." -- Albert Einstein

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                                        • daleD Offline
                                          dale
                                          last edited by

                                          Taff
                                          I was never able to get very good SSS in Kerkythea, and am still just fumbling and experimenting in Thea. I though I could export a file over to Kerkythea and have a look at the base settings, but realized that I have altered everything, and I'm trying a new rendering of your model. (Which is so much fun to play with by the way, Thanks) I'm not exactly sure if that would have worked anyway.
                                          I have seen some really nice SSS work done in Kerkythea though, and I'm sure someone will come forward with some insights.
                                          I'm really enjoying the dof discussion, as it is another area I really don't know much about.
                                          Great challenge.

                                          Just monkeying around....like Monsanto

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                                          • HieruH Offline
                                            Hieru
                                            last edited by

                                            Great model - I imagine we'll see it turn up as an ornament in many interior renders, or even as a piece of garden sculpture.

                                            Here's just a bit of sci-fi fun:


                                            monolith.jpg

                                            www.davidhier.co.uk

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