You are not logged in.

#421 2018-04-15 23:37:07

DeepDayze
Like sands through an hourglass...
From: In Linux Land
Registered: 2017-05-28
Posts: 1,901

Re: Wallpapers

Head_on_a_Stick wrote:

^ ]:D

One more little one then (a bit noisy, I'll edit in a bigger better version on the morrow):

https://cdn.scrot.moe/images/2018/04/16/geometrics.th.png

Not sure what my fascination with shiny balls is about, I suspect that it is not entirely healthy  8o

Shiny steel balls are amazing and who doesn't like shiny things big_smile


Real Men Use Linux

Offline

#422 2018-04-16 05:23:17

brontosaurusrex
Middle Office
Registered: 2015-09-29
Posts: 2,755

Re: Wallpapers

Head_on_a_Stick wrote:

^ cool

Rhetorical question: is it possible to learn such exquisite taste or is it just innate? smile

Also, is that the Cycles rendering engine?

Yes, it is cycles and some cheese post node for fake glow https://cdn.scrot.moe/images/2018/04/15 … stNode.png
I always use hdri image for lightning, it's an instant reality improver. Example world node https://brontosaurusrex.github.io/2016/ … hdri-node/ (I never really bothered with full ibl setup, I just take the single image that usually ends with *Ref.hdr and drop it into environment texture node)

edit: Gleb has a pretty amazing tutorial on the subject
http://www.creativeshrimp.com/hdr-light … rt-02.html

And rhetorical answer, do it a lot https://brontosaurusrex.github.io/2016/ … bcon-2016/ wink

Some hdri maps for download
http://www.hdrlabs.com/sibl/archive.html

Last edited by brontosaurusrex (2018-04-16 13:42:09)

Offline

#423 2018-04-16 05:48:00

Head_on_a_Stick
Member
From: London
Registered: 2015-09-29
Posts: 9,093
Website

Re: Wallpapers

brontosaurusrex wrote:

node

Ah yes, those mysterious nodes, I will have to learn about those next 8)

I always use hdri image for lightning

Superb tip, thanks for the links!

Offline

#424 2018-04-16 06:24:07

brontosaurusrex
Middle Office
Registered: 2015-09-29
Posts: 2,755

Re: Wallpapers

A try at some sort of procedural 'city'
city5e.md.png
tech notes: particles, single weight map for height/density.
Moar.

Last edited by brontosaurusrex (2018-05-14 08:43:47)

Offline

#425 2018-04-29 11:00:01

Head_on_a_Stick
Member
From: London
Registered: 2015-09-29
Posts: 9,093
Website

Re: Wallpapers

A Stanford Bunny, the Utah Teapot and Suzanne arranged in a Cornell Box:

test_box.th.png

Some limitations of Cycles' unidirectional path tracer are apparent: less noise and greater accuracy would be possible with a bidirectional or Metropolis Light Transport method and they would be quicker as well — I will have to try to reproduce this scene in Mitsuba and see how much better it looks...

Here's the .blend for anybody who wants to play with the scene:

https://drive.google.com/open?id=1R-WT9 … 5ry6UNj_zR

And I've uploaded a 48-bit colour version to Deviantart (16MiB!):

https://head-on-a-stick.deviantart.com/ … -742611125

EDIT: updated 4k version:

testbox4k_preview.th.png

Changed the materials: the bunny's surface has the plain Glass BSDF shader, the teapot has the principled shader with the metallic setting cranked all the way up and Suzanne has a mix shader which is 50% Gloss BSDF and 50% subsurface scattering, which gives a nice polished marble effect.

I also found the de-noiser but it introduces artefacts of it's own so upping the sample rate seems to be the best way to increase quality.

Last edited by Head_on_a_Stick (2018-04-29 21:51:54)

Offline

#426 2018-05-05 21:02:40

Head_on_a_Stick
Member
From: London
Registered: 2015-09-29
Posts: 9,093
Website

Re: Wallpapers

3balls.th.png

This is a test scene from Blender's Cycles renderer showing some nice caustics and diffuse inter-reflection, I find it restful as a desktop background.

The square projection of the light through the glass sphere and the small dot of light on the red wall are consequences of Cycles' unbiased rendering technique, the image should be almost photo-realistic.

Note though the green wall nearest the camera which is transparent in the viewing direction, this is only possible with a unidirectional path tracer (rendering engine) — Cycles favours utility over physical accuracy and so spurns bidirectional methods.

EDIT: full HD version (no green wall this time):

cornell_balls_8.th.png

EDIT2: 1280x800, no green wall, 3000 samples per pixel, de-noised:

2018-05-07-183751_1280x800_scrot.th.png

^ That one is with NURB spheres instead of the UV variants: the outline is actually spherical now, which is nice.

EDIT3: finally learned how to make proper spheres in Blender[1], the HD image has been updated, I'll redo the 1280x800 version later.

[1] use a cube, obviously roll

Last edited by Head_on_a_Stick (2018-05-08 05:49:55)

Offline

#427 2018-05-13 15:25:21

lbdesign
Member
Registered: 2018-05-13
Posts: 27

Re: Wallpapers

I've started learning gimp and inkscape and made som wallpapers.

bunsenlabs.md.png

wallp1.md.png

wallp2arch.md.png

Last edited by lbdesign (2018-05-13 15:27:49)

Offline

#428 2018-05-13 17:58:09

unklar
Back to the roots 1.9
From: #! BL
Registered: 2015-10-31
Posts: 2,709

Re: Wallpapers

Hi lbdesign,

I love this. Exactly the distributions I use (except siduction  wink ). That looks very good "for starters". Many thanks for that!

Welcome to the Forum!   smile

Last edited by unklar (2018-05-13 17:58:34)

Offline

#429 2018-05-13 21:15:53

Head_on_a_Stick
Member
From: London
Registered: 2015-09-29
Posts: 9,093
Website

Re: Wallpapers

Hello lbdesign, welcome to the forums and thanks for the images, they are awesome cool

I've merged your post with our main wallpapers thread, hope you don't mind.

Offline

#430 2018-05-13 21:49:30

lbdesign
Member
Registered: 2018-05-13
Posts: 27

Re: Wallpapers

@Head_on_a_Stick   Thanks, and I don't mind at all. Here is another one. Need to practice on those gradients.

arch.md.png

Offline

#431 2018-05-15 08:48:53

dbvolvox
Member
From: England
Registered: 2015-09-29
Posts: 111
Website

Re: Wallpapers

Here is my attempt at a Helium wallpaper featuring Helium absorption spectrum. Imrovements welcome.
Helium Wallpaper


volvox.biz a very tedious daily account of life during covid,

Offline

#432 2018-05-20 19:44:32

Head_on_a_Stick
Member
From: London
Registered: 2015-09-29
Posts: 9,093
Website

Re: Wallpapers

The latest version of the Cycles rendering engine in Blender has updated their "Principled" BSDF shader (a clone of Disney's uber tool), it now has a fancy random walk subsurface scattering model and an added Principled volume shader as well smile

All of the objects in this image have the Principled shader as the surface material with the exception of the light (a plain Emission surface), the large sphere on the left shows off the subsurface scattering:

path_trace_preview.th.png

The coloured balls in front are plain (Lambertian) diffuse with a metallic (mirrorball with a complex Fresnel component) and a fully specular large sphere on the other pedestals.

The glass looks more realistic than Cycles native "Glassy" BSDF node, I think.

Offline

#433 2018-05-21 07:42:12

brontosaurusrex
Middle Office
Registered: 2015-09-29
Posts: 2,755

Re: Wallpapers

HoaS, Impressive how scientific-all is your approach.

I could never get anything really useful from volumetric shaders alone and that is still the case with 'Principled Volume' thingy (Also the render times are just silly).
scrot04066.th.png

Last edited by brontosaurusrex (2018-05-21 19:28:42)

Offline

#434 2018-05-21 21:40:07

Head_on_a_Stick
Member
From: London
Registered: 2015-09-29
Posts: 9,093
Website

Re: Wallpapers

brontosaurusrex wrote:

Impressive how scientific-all is your approach.

Thanks!

That's more of a test image really but I like it as a wallpaper.

That looks awesome — my poor old X201 is boiling itself alive just putting out the simple shapes & surfaces hmm

For quick render times try Mitsuba.

Offline

#435 2018-05-22 06:13:05

brontosaurusrex
Middle Office
Registered: 2015-09-29
Posts: 2,755

Re: Wallpapers

What I meant is that ^ opengl (left) looks way better than cycles (top right), so I must be doing something seriously wrong.

Offline

#436 2018-05-22 06:18:08

Head_on_a_Stick
Member
From: London
Registered: 2015-09-29
Posts: 9,093
Website

Re: Wallpapers

brontosaurusrex wrote:

opengl (left) looks way better than cycles (top right)

Well, Cycles is physically based so that image is realistic whereas the OpenGL version is not.

Offline

#437 2018-05-24 18:12:37

Head_on_a_Stick
Member
From: London
Registered: 2015-09-29
Posts: 9,093
Website

Re: Wallpapers

Slightly tweaked version of one of Mitsuba's demonstration scenes:

sssdragon.png

Dragon model courtesy of XYZ RGB.

Last edited by Head_on_a_Stick (2018-05-24 21:51:42)

Offline

#438 2018-05-24 19:18:46

cloverskull
Member
Registered: 2015-10-01
Posts: 348

Re: Wallpapers

Anyone else having ssl complaints from postimg.cc? My browser (with sane security policies) won't even load it.

Offline

#439 2018-05-24 19:27:26

Head_on_a_Stick
Member
From: London
Registered: 2015-09-29
Posts: 9,093
Website

Re: Wallpapers

^ It's fine at my end, I would have used scrot.moe but the image is too big for a non-member hmm

Offline

#440 2018-05-25 10:27:05

altman
Member
From: Canada
Registered: 2015-10-24
Posts: 619

Re: Wallpapers

Great job in there HoaS, keep it on.


My Linux installs are as in my music; it s on Metal

Offline

Board footer

Powered by FluxBB