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Playing around
Posted: Fri May 21, 2010 7:05 am
by AdA
Those are some renders I done for testing purpose, to check the limits of this awesome software.
Maybe it will be helpful...
Interior lighting
It's possible, but for the moment takes a lot of time.
Maybe in the future beside emission, we will have something like light portals.
If you look at the blinds you see in some cases a supersampling factor is needed (to choose x2, x3 / the render will be longer)
Re: Playing around
Posted: Fri May 21, 2010 7:56 am
by [gk]
Hey, your images are ultra drak, almoste black.
I would encurage you to turn up the light alot.
Re: Playing around
Posted: Fri May 21, 2010 9:33 am
by radiance
nice, but as [gk] said, quite dark.
the upcoming 2.3 will render scenes like this much more efficient.
Radiance
Re: Playing around
Posted: Fri May 21, 2010 3:01 pm
by GeorgoSK
I like the bathroom
Tip on how you did the mirror material.. ?
Re: Playing around
Posted: Sun May 23, 2010 1:57 pm
by AdA
For a perfect mirror specular is the best.
Here is glossy with specular map.
Re: Playing around
Posted: Sun May 23, 2010 3:32 pm
by AdA
something about glass I'm missing
Seems clear to me the specular works better with hdri than with sun.
But is something strange in the fresnel efect, the transition from reflection to transparent is very short.
I tried with different IORs...
of course the smoothing is disabled
Re: Playing around
Posted: Sun May 23, 2010 3:45 pm
by radiance
in beta 2.1 and 2.2, sunlight does not pass through glass yet.
it's scheduled for beta2.3, coming next.
about the building render, it's difficult to say, you should zoom in and inspect what's going on,
maybe it's a normal problem ? (flipped normals) ?
Radiance
Re: Playing around
Posted: Mon May 24, 2010 1:56 pm
by AdA
Here are two details from different angles.
The geometry looks okay
I think the problem (at least on my gtx275) is the tranparency becomes completly extinct at a certain angle given by IOR
Another two examples.
Re: Playing around
Posted: Mon May 24, 2010 1:58 pm
by radiance
Hi,
Can you PM me your scene(s) zipped or a part of it ?
I'd like to figure this out. a fresnel is not supposed to be that hard,
i think it might be a normal issue.
Radiance
Re: Playing around
Posted: Wed May 26, 2010 8:17 am
by AdA
Some quick dirty renderings
The hdr lighting is one of the best, but brute force (pathtracing) cannot solve everything
They are some things I'm waiting ( I know most of them are about to be done )
Most important, from my point of view are:
major improvements: MLT, Lights and why not Bidir;
minor improvements: Better specular materials, mix of materials ( thin glass, metallic paint...)