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^ ]: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
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^
Rhetorical question: is it possible to learn such exquisite taste or is it just innate?
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/
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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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!
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A try at some sort of procedural 'city'
tech notes: particles, single weight map for height/density.
Moar.
Last edited by brontosaurusrex (2018-05-14 08:43:47)
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A Stanford Bunny, the Utah Teapot and Suzanne arranged in a Cornell Box:
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:
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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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):
EDIT2: 1280x800, no green wall, 3000 samples per pixel, de-noised:
^ 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
Last edited by Head_on_a_Stick (2018-05-08 05:49:55)
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Hi lbdesign,
I love this. Exactly the distributions I use (except siduction ). That looks very good "for starters". Many thanks for that!
Welcome to the Forum!
Last edited by unklar (2018-05-13 17:58:34)
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Hello lbdesign, welcome to the forums and thanks for the images, they are awesome
I've merged your post with our main wallpapers thread, hope you don't mind.
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Here is my attempt at a Helium wallpaper featuring Helium absorption spectrum. Imrovements welcome.
volvox.biz a very tedious daily account of life during covid,
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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
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:
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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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
For quick render times try Mitsuba.
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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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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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Slightly tweaked version of one of Mitsuba's demonstration scenes:
Dragon model courtesy of XYZ RGB.
Last edited by Head_on_a_Stick (2018-05-24 21:51:42)
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Anyone else having ssl complaints from postimg.cc? My browser (with sane security policies) won't even load it.
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^ It's fine at my end, I would have used scrot.moe but the image is too big for a non-member
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Great job in there HoaS, keep it on.
My Linux installs are as in my music; it s on Metal
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