My first DS render.

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Comments

  • David BrinnenDavid Brinnen Posts: 3,136
    edited November 2013

    Still working with Horo on this thing, rendering with natural light in DS. Here's the present incarnation.

    Edit and another with 10% reflection in the floor. If the floor could be isolated from the reflection map... That would help alot.

    Caibration7_1+reflecion1.jpg
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    Caibration7_1.jpg
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    Post edited by David Brinnen on
  • STKyddSTKydd Posts: 59
    edited December 1969

    David, Glad to see you and Horo dabeling in DS, already creating awesome renders I see, Can't wait to see what secrets you wrangle out of it.

    Regards
    STKYDD

  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 2013

    David, Glad to see you and Horo dabeling in DS, already creating awesome renders I see, Can't wait to see what secrets you wrangle out of it.

    Regards
    STKYDD

    Thanks for the encouraging remarks. Still digging into this when I get a few free moments. Started faffing around with materials (or is it Shaders in DS lingo?).

    Edit... still can't get glass right at all. The other stuff is OK, so far... really like the displacement effect. That has a lot of potential I think.

    mat5.jpg
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    mat4.jpg
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    mat3.jpg
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    mat2.jpg
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    mat1.jpg
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    Post edited by David Brinnen on
  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 2013

    Using Art Wades tutorial made this ball in Wings 3D. Link to tut http://www.youtube.com/watch?v=p7-Zsjb6KEM

    Edit. Been trying to make friends with the "shader mixer". Second image, as in the post above - but *hopefully* with improved shadow capture effect.

    Edit image no 3. Too much shadow on the ground?

    No 4... closer I think... and no colour cast to the shadow now.

    No 5... back to testing with Lora.

    Anteroom_calibration_test7_with_figure1+reflection+Ao5.jpg
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    mat5_Ao4.jpg
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    mat2_Ao3.jpg
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    mat5_Ao2.jpg
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    Art_wade_ball_light2_v1.jpg
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    Post edited by David Brinnen on
  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    With the help of Forbiddenwhispers, material experimentation has continued...

    Test6b.jpg
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    Test6.jpg
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    Test5.jpg
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    Annaslight3.jpg
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    Annaslight1.jpg
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  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    Still plodding along with the shader mixer.

    Image_mix_test8.jpg
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    Image_mix_test9.jpg
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    Image_mix_test6.jpg
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    Image_mix_test5.jpg
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    Image_mix_test10.jpg
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  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    More mixing - photographs taken by ForbiddenWhispers I should of said.

    Manmade_mix7.jpg
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    Manmade_mix2.jpg
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    Masonry_mix10.jpg
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    Nature_mix9.jpg
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    Masonry_mix16.jpg
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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Popped in for a gander. As I seem to be doing a few car renders lately, that broken tarmac effect would come in handy.. I can get effects like the ones posted here by using B2M, which can convert images into bump maps etc., but the option to click on a preset would be easier though.

  • David BrinnenDavid Brinnen Posts: 3,136
    edited April 2014

    So... after "a while" back into the Shader mixer - see if I can make any sense of this "metal" stuff. I started with the default chrome material - which under the lighting I propose to use, doesn't look quite right and started modifying, adding and generally tinkering.

    Test_scene9.jpg
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    Test_scene2.jpg
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    F_metal1.jpg
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    Dull_metal_test2.jpg
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    Dull_metal_test1.jpg
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    Post edited by David Brinnen on
  • David BrinnenDavid Brinnen Posts: 3,136
    edited April 2014

    Incremental progress.

    DSnoodle3.jpg
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    DSnoodle2.jpg
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    Post edited by David Brinnen on
  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    I want just vertical displacement on my model irrespective of the surface normal, I just want my displacement map to work along the y axis. Anyone know how I can do that without making my model just flat?

    Oops1.jpg
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