Various rendering choices? -- Challenge!
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This is my first render (since POV, over 15 years ago.)
It took a while, as I am learning the basics of Kerkythea. I used, therefore, only SketchUp-defined sunlighting and one of the basic materials. The only thing I fussed over was the darkening "fog" of the more distant portions.
I'm curious -- how would YOU have rendered the model (material, lighting, fog, etc.) Since I am learning Kerky, I'd appreciate a description of the steps/parameters you use to obtain your results.
-Taff
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I smell a render challenge....
Frigging cool model, curious how it was made.
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Studio with hdri will give best result.
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Hi Taff,
Really cool model and indeed a nice candidate for a community challenge.
Instead of fog however (which will drastically increase your render time anyway), how about using some DOF (a DOF map could be exported in no time from Kerky and you can apply it in PP supposedly quite easily).
And I agree that some kind of environment map (i.e. studio hdri or even a simple studio setup w/ a couple of emitters) would also enhance the render itself. With the unbiased presets, those emitters would not even add too much to the rendering time.
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@gaieus said:
Instead of fog however (which will drastically increase your render time anyway), how about using some DOF (a DOF map could be exported in no time from Kerky and you can apply it in PP supposedly quite easily).
I rudely discovered the time penalty of Kerky's fog feature (and I couldn't control the starting plane & depth.) While I called it "fog" in my original post, I actually reverted to using a "block" of volumetric smoked glass, which produced the effect that I was after.
I removed the reflection & refraction parameters from the definition of the smoked (dielectric) glass material, retaining only the semi-transparent grey color. Rendering produces increasingly darker blacks, relative to distance from the camera. The technique, additionally, reduces the bounds of the rendering task, since Kerky doesn't have to calculate fog effects for the entire environment. The rendering engine only has to evaluate the geodesic weave and the smoked-glass block. (Much quicker.)Setting the background to black essentially "hides" the glass block.
So, there's a trick for you folks trying to achieve fog effects -- Always strive to limit the bounds of the rendering environment.
The same trick will also work for achieving white "fog" effects.
-Taff
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Thea, hdri only.
One in another.
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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.
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solo,
I figured someone would try transparent, refractive material. The refractions make for a nice render.
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.
(Right now, the gold weave is my wallpaper....)
-Taff
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Here's one:
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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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
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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.
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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
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@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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@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)
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Let there be light.
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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
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Welcome Taff, not as if I would have ever used those techniques myself - just knew about those tuts.
This DOF render is cool however to experiment with the various blending modes of the two layers. This is about 50% with "Glow" mode.
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nice object!
Render from hypershot
rendertime 1:08 h -
Taffgoch, I overlayed the SU lines (exploded) hence the joins are visible.
Another quick play.
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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
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