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Billiard Balls

Posted: Sun May 23, 2010 11:01 pm
by GeoPappas
This is my first render.

Nothing nearly as exciting as many of the other renders here, but I felt like sharing.

Anyone have any ideas for how to make a green felt procedurally?

Comments and suggestions welcome.

Kernel: directlighting
Render Time: ~ 1 hr (@ 1050x600)
Samples: ~ 2500

Image

Re: Billiard Balls

Posted: Sun May 23, 2010 11:15 pm
by radiance
You really need to think about getting a propper GPU, a 9400 really is ultra-slow...

I'd try a turbulence with the scale set very high on the bump channel.

Radiance

Re: Billiard Balls

Posted: Mon May 24, 2010 11:39 am
by GeoPappas
radiance wrote: You really need to think about getting a propper GPU, a 9400 really is ultra-slow...
Thanks for the reply.

Yes, I know that the 9400 isn't the bleeding edge, but it ain't THAT slow. I plan on getting a GT 240 in the next few weeks. It seems to be at a good price point. I would love to get a GTX 480, but can't afford it at the moment.
radiance wrote: I'd try a turbulence with the scale set very high on the bump channel.
I'm not sure I'm understanding your suggestion. I made the bump channel turbulence and then played with the scale, but it didn't seem to change anything. I must be doing something wrong.

Re: Billiard Balls

Posted: Mon May 24, 2010 11:42 am
by GeoPappas
Here is an update.

I changed the kernel to pathtracing, upped the saturation slightly (to 1.5), and changed the color of the "felt" to a darker green.

Kernel: pathtracing
Render Time: ~ 3 hr (@ 1600x1200)
Samples: 2000

Image

Re: Billiard Balls

Posted: Mon May 24, 2010 11:54 am
by GeoPappas
radiance wrote: I'd try a turbulence with the scale set very high on the bump channel.
I'm not sure I'm understanding your suggestion. I made the bump channel turbulence and then played with the scale, but it didn't seem to change anything. I must be doing something wrong.[/quote]

OK, I just tried it again, and this time it seems to be working. Must have been user error the last time. I'll try to play with it and see if I can get it to look correct, although at this time a large amount of fireflies seem to be present.

Re: Billiard Balls

Posted: Mon May 24, 2010 2:21 pm
by radiance
GeoPappas wrote:
radiance wrote: I'd try a turbulence with the scale set very high on the bump channel.
I'm not sure I'm understanding your suggestion. I made the bump channel turbulence and then played with the scale, but it didn't seem to change anything. I must be doing something wrong.
OK, I just tried it again, and this time it seems to be working. Must have been user error the last time. I'll try to play with it and see if I can get it to look correct, although at this time a large amount of fireflies seem to be present.[/quote]

when working with procedurals, the power of the procedural needs to be very tiny on a bump map, something like 0.1 or even less.

Radiance

Re: Billiard Balls

Posted: Tue May 25, 2010 11:27 am
by GeoPappas
Here is the latest update:

- I added a felt image texture.

Comments welcome.

Kernel: pathtracing
Render Time: ~ 4.5 hr (@ 1600x1200)
Samples: 2500 (it probably looked good a long time before this - I just set it up to run for a while overnight)

Image

Re: Billiard Balls

Posted: Tue May 25, 2010 11:33 am
by radiance
very good, but i'd try to make the scale a bit higher (eg so the texture is smaller/finer).
and also add a very small bump with also a turbulence...

Radiance

Re: Billiard Balls

Posted: Fri May 28, 2010 7:27 pm
by prophet
I'd suggest adding a bit more reflection as well.