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cristian.tumiati
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Okkkei....now I WANT the NORMAL-BUMP CHANNELS..... :twisted: ..... :D .....and the filter to saturate or contrast the texs in the diffuse specular and roughness channels... :shock:

Another wip from an hold scene that i made for work.
Attachments
octane_02.jpg
buddha_02.jpg
buddha01.jpg
win7 64 | Geforce GTX 560 + 2 x GEforce GTX 670 4GB | i7 3930K @ 3.20 GHz 3.20 GHz | 32GB ram
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psor
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Joined: Sun Jan 10, 2010 11:19 pm
Location: Berlin
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Love it! ;o) The glass of the vase looks to dark tho, not enough bounces?



take care
psor
"The sleeper must awaken"
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enricocerica
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Great !
Didi you leave the window glasses ? If so I would remove them to avoid to much fireflies.
Did you used a spec map on the wall, with the light you have there, the spec map could give you a nice fx on the wall.
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
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cristian.tumiati
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enricocerica wrote:Great !
Didi you leave the window glasses ? If so I would remove them to avoid to much fireflies.
Did you used a spec map on the wall, with the light you have there, the spec map could give you a nice fx on the wall.

Hello Enrico.... ;)


The glasses are not there.

There are a specular maps on the wall on the floor ... but I preferred to leave very little contrast to give more effect of dirt & semi-gloss

I think a bump .... better a normal map contrast better the specularity of the materials

But tonight i'll play anymore to this scene..... :)

If you want i call you this evening for your suggests and powerfull spec INFO.... ;)

I might also add that scene to contest?

And a little tutorial is coming

best.

Cristian
win7 64 | Geforce GTX 560 + 2 x GEforce GTX 670 4GB | i7 3930K @ 3.20 GHz 3.20 GHz | 32GB ram
Thor
Posts: 12
Joined: Fri Jan 15, 2010 5:46 pm

Bravo Cristian, ho visto su vimeo il tuo tutorial e aspetto con impazienza i prossimi! ;)

Thor.
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