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#451 2018-04-16 05:23:17

brontosaurusrex
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Registered: 2015-09-29
Posts: 1,661

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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#452 2018-04-16 05:48:00

Head_on_a_Stick
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From: London
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Posts: 8,759
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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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#453 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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#454 2018-04-29 11:00:01

Head_on_a_Stick
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From: London
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Posts: 8,759
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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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#455 2018-05-05 21:02:40

Head_on_a_Stick
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From: London
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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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#456 2018-05-13 15:25:21

lbdesign
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Registered: 2018-05-13
Posts: 14

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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#457 2018-05-13 17:58:09

unklar
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Registered: 2015-10-31
Posts: 804

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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#458 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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#459 2018-05-13 21:49:30

lbdesign
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Registered: 2018-05-13
Posts: 14

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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#460 2018-05-15 08:48:53

dbvolvox
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Registered: 2015-09-29
Posts: 50

Re: Wallpapers

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

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#461 2018-05-20 19:44:32

Head_on_a_Stick
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Posts: 8,759
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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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#462 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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#463 2018-05-21 21:40:07

Head_on_a_Stick
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From: London
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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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#464 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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#465 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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#466 2018-05-24 18:12:37

Head_on_a_Stick
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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)


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#467 2018-05-24 19:18:46

cloverskull
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Registered: 2015-10-01
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Re: Wallpapers

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

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#468 2018-05-24 19:27:26

Head_on_a_Stick
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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


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#469 2018-05-25 10:27:05

altman
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From: Canada
Registered: 2015-10-24
Posts: 130

Re: Wallpapers

Great job in there HoaS, keep it on.


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#470 2018-05-28 12:35:31

Head_on_a_Stick
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From: London
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Posts: 8,759
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Re: Wallpapers

brontosaurusrex wrote:

hdri maps

^ Thank you so much for this suggestion, it really does make a massive difference to the overall verisimilitude of the image glasses

Mitsuba render with an HDRI lightmap:

test.png

Scene file:

https://gist.github.com/Head-on-a-Stick … 7271d32de5

The envmap.exr lightmap file was extracted from the matpreview.zip sample scene on the Mitsuba site (with the <emitter> stanza copy&pasted from matpreview.xml), just place that in the working directory with the scene file (called balls.xml) and run

mitsuba balls.xml

The sampleCount value controls the quality of the image (and hence the render time).


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#471 2018-05-28 12:52:32

brontosaurusrex
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Re: Wallpapers

HoaS: Nice, do 'we' have Depth of field? (That's another 'instant reality improver')

Last edited by brontosaurusrex (2018-05-28 12:57:54)

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#472 2018-05-28 14:41:17

nore
>2⁹
From: blueberry bush
Registered: 2015-09-29
Posts: 398

Re: Wallpapers

bronto: you could still tell it's not real, because there is no reflection of the  camera, or because you can't see photographer's thumb. wink

A thumb should come standard with raytracing programs, like coffee stain filter in GIMP.

Last edited by nore (2018-05-28 14:41:58)

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#473 2018-05-28 15:12:20

brontosaurusrex
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Registered: 2015-09-29
Posts: 1,661

Re: Wallpapers

Like this
saturns1thumb.th.png
?

I agree.

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#474 2018-05-28 15:58:05

nore
>2⁹
From: blueberry bush
Registered: 2015-09-29
Posts: 398

Re: Wallpapers

lol

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#475 2018-05-28 16:36:58

Head_on_a_Stick
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From: London
Registered: 2015-09-29
Posts: 8,759
Website

Re: Wallpapers

brontosaurusrex wrote:

do 'we' have Depth of field?

Yes sir, we can boogie:

test.th.png

^ That's a low-res, low sample image with a bit of noise but it does demonstate the thinlens sensor quite well glasses

nore wrote:

there is no reflection of the  camera

Actually there is — check out the spindly black shape in the reflection in the gold ball sticking up in the middle of the checkerboard base: that's the camera on a tripod smile


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