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#451 2018-04-10 19:30:13

Head_on_a_Stick
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Re: Wallpapers

^ Nice cool

I made a Debian swirl in POV-Ray:

big.th.png

^ That's only 1280x800 though (it takes too long on my X201), I'll do some high resolution versions later.


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#452 2018-04-10 20:15:05

hhh
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Re: Wallpapers

^ r/oddlysatisying

Great wall, not of China!

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#453 2018-04-12 22:30:45

Head_on_a_Stick
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Re: Wallpapers

mitsuba-flame.th.png

Rendered in Mitsuba.


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#454 2018-04-13 15:25:18

Head_on_a_Stick
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Re: Wallpapers

flame_box23b493e449f3a394.th.png

Another Mitsuba render, this one is based on a scene by Cline et al, original here:

https://www.mitsuba-renderer.org/scenes/torus.zip

EDIT: I've used the clear glass materials as a visual metaphor for an "open" box in which our flame is burning glasses

EDIT2: the Metropolis Light Transport rendering method was used so that image should be approaching photorealism (hopefully).

I have high dynamic range OpenEXR & PPM versions of the image if anybody wants them.

Last edited by Head_on_a_Stick (2018-04-13 19:37:20)


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#455 2018-04-14 23:50:36

Head_on_a_Stick
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Re: Wallpapers

OK, sorry for spamming this thread with my cheesy renders, this will be the last one for a while:

on_reflection8_bw.th.png

^ That was done with Blender's Cycles rendering engine and it's just a preview (I couldn't upload the larger files), here are the final images and .blend:

https://drive.google.com/open?id=1151Xa … 1JFnBR5hAR

The images with 8 in the name use 8 bits per colour (~16 million total), the others have 16 bits per colour (~281 trillion total) which is useful for image manipulation (apparently).

When loading the .blend be sure to uncheck the "load UI" tickbox because I've messed up the interface somehow and I can't figure out how to get it back  ops


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#456 2018-04-15 19:35:54

brontosaurusrex
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Re: Wallpapers

Well, you did woke me from lazy Sunday wink. Still find the side-view the most interesting shape (and render).

A bit blue-green
bunsenBattle2fakeGLowGreenBlue.th.png

A lil bit green
bunsenBattle2fakeGLowABitGreen.th.png

Tech notes: Rendered with adaptive subdivison (dicing scale set to 0.5px), which I think improves shape a bit on tiny corners. Orographic cam.

Both have that pesky transparency going on, example as wall
scrot24463.th.png

Last edited by brontosaurusrex (2018-04-15 20:01:44)

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#457 2018-04-15 20:11:04

Head_on_a_Stick
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Re: Wallpapers

^ cool

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

Also, is that the Cycles rendering engine?


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#458 2018-04-15 21:20:58

DeepDayze
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Re: Wallpapers

Don't worry HoaS...you can spam away with those cool wallpapers :-)


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#459 2018-04-15 22:13:06

Head_on_a_Stick
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Re: Wallpapers

^ devil

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

geometrics.th.png

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


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#460 2018-04-15 23:37:07

DeepDayze
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Re: Wallpapers

Head_on_a_Stick wrote:

^ devil

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  monkey

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


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#461 2018-04-16 05:23:17

brontosaurusrex
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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)

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#462 2018-04-16 05:48:00

Head_on_a_Stick
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Re: Wallpapers

brontosaurusrex wrote:

node

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

I always use hdri image for lightning

Superb tip, thanks for the links!


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#463 2018-04-16 06:24:07

brontosaurusrex
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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)

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#464 2018-04-29 11:00:01

Head_on_a_Stick
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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)


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#465 2018-05-05 21:02:40

Head_on_a_Stick
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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)


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#466 2018-05-13 15:25:21

lbdesign
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Posts: 13

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)

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#467 2018-05-13 17:58:09

unklar
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Registered: 2015-10-31
Posts: 697

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)

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#468 2018-05-13 21:15:53

Head_on_a_Stick
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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.


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#469 2018-05-13 21:49:30

lbdesign
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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

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#470 2018-05-15 08:48:53

dbvolvox
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Registered: 2015-09-29
Posts: 47

Re: Wallpapers

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

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#471 2018-05-20 19:44:32

Head_on_a_Stick
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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.


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#472 2018-05-21 07:42:12

brontosaurusrex
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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)

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#473 2018-05-21 21:40:07

Head_on_a_Stick
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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.


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#474 2018-05-22 06:13:05

brontosaurusrex
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Re: Wallpapers

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

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#475 2018-05-22 06:18:08

Head_on_a_Stick
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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.


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