Page 3 of 12

Re: 3delight tests

Posted: 13 Mar 2011, 14:35
by Mathaeus
CSG

This is a render-time CSG ( constructive solid geometry, Boolean operations ). Here I've used mesh as a base object, ICE point clouds as subtract operand. It seems that any mix of 'closed' objects works nicely. Of course, taking the materials from operands, this is available too. What you see there, it's a pre-rendered point-based color bleeding for getting a subtle bounce from floor, using just 'sun' light. In final render, additional light rig of about 160 ( one hundred and sixty) directional, shadow-mapped lights in top hemisphere. All that takes about one hour for rendering at 1600x1600, using 2-core, free version.
Toon render takes about 5 min for the same resolution (just one 'sun' light, IBL and toon ink).

Image

Image

Take look at 1600x1600


Image

Re: 3delight tests

Posted: 13 Mar 2011, 20:04
by ShaderOp
Mathaeus,

That's wicked-awesome-cool!

Re: 3delight tests

Posted: 14 Mar 2011, 15:11
by Caveman
WoW! nice renders. :-o Hi I am Caveman. 3Delight render:D for some reason this scene won't render again :-l

Re: 3delight tests

Posted: 14 Mar 2011, 20:16
by Mathaeus
Well, even at this stage, I can see *so* much of individuality in this character...

Regarding problems, I think it's best idea to go with as much detailed description to 3delight's site. Definitively a better chance for correct answer, there.

Thank you for posting !

Re: 3delight tests

Posted: 14 Mar 2011, 20:22
by shadow_ex_
great stuff^^

both the render-time CSG renders and last model

Re: 3delight tests

Posted: 20 Mar 2011, 21:15
by Mathaeus
New renders of some old work. There's one light with motion-blurred deep shadow map, no-shadow IBL, ray-traced AO over everything, motion blur. First one took about 1 minute for 1920x1080 , using 2-core 3delight. Second has a DOF over, this is about 2-3 minutes.

cheers

Image

Image

Re: 3delight tests

Posted: 21 Mar 2011, 01:30
by rray
Yikes that's fast! I'm pretty sure I'll be getting a 4 core license if there's no news on Arnold this year.

That hair rendering in the MB/no MB comparison image looks very real btw. (most of all the no MB version)

Re: 3delight tests

Posted: 28 Mar 2011, 03:15
by Mathaeus
Just an very old-fashion light rig setup with shadow maps. Probably this can be done in every 3d app, but 3delight has a lot of options for saving and reusing shadow maps, which makes the whole process interesting. Here is plain white Lambert, Strauss, Cook-Torrance, all using the same set of shadows.

Image

Re: 3delight tests

Posted: 03 Apr 2011, 23:19
by Mathaeus
Hi,

That's a some kind of ICE photon mapping. For picture on top, I've added ICE point cloud for additional bounces. Finally it's rendered together with only one classic light + point-based color bleeding. It's very basic for now, but it doesn't requires almost any additional scene preparation (baking to maps, so on). Whole rendering process takes about 7-10 minutes on 2 core 3delight, on 1365x768. ICE part is just non-simulated, immediate ray-casting, no any dart-throw sorting or other advanced stuff. Particles are aligned to surface normal and default, one-side color bleeding is used, so algorithm catches only a 'far-away' ones.

Image

Image

Re: 3delight tests

Posted: 04 Apr 2011, 20:10
by Mathaeus
... and that's how it's look like when "sortbleeding" is enabled - much better shadows.. Now it's about 14 min on 2core, for 1365x768. Taking in account, all trash of particles I've supplied as 'photons', it's really amazing how 3dl handles with this.

I'll definitively work more on these 'ICE photons'.

Image

Re: 3delight tests

Posted: 04 Apr 2011, 22:37
by rray
Wow good, wouldn't have thought that ICE and 3dl could work together so tightly.

Re: 3delight tests

Posted: 01 May 2011, 02:58
by Mathaeus
Yet another WIP, now with almost all knobs on. Subsurface scattering, hair, DOF, particles, a lot of geometry. Character (including hair) is rendered in one go, I think it's first time I was been able to use the same lighting setup for everything. Rendertimes for 1536*2048 with 2 core 3delight and a weak machine: about 40 minutes for character (a lot of this goes to raytraced AO), 7 mins for dust/particles, 6 mins for ground.
Of course that's just wip, there's a tons changes to do.

Take a look at 1152*2048

Image

Re: 3delight tests

Posted: 01 May 2011, 15:25
by ace63
Holy sh*t :)

Nice rendertimes for that resolution with a weak machine and only 2 cores!
And quite a nice look aswell :)

Re: 3delight tests

Posted: 01 May 2011, 18:33
by Mathaeus
Thank You.... all :)

A few variations here. My choice is 'half-profile', no need for de-symmetry work on face :)
Back on the topic, lighting is a light rig with about 30 lights with DSM, plus raytraced AO on some places. I've used Fabricio Chamon's ambient lights script for taking the lights from HDR image. It's really easy to adapt this script...

big one

Image

Re: 3delight tests

Posted: 02 May 2011, 08:55
by ShaderOp
That's just fraking awesome!

Re: 3delight tests

Posted: 02 May 2011, 10:32
by Hirazi Blue
Impressive as always! I agree the half-profile looks better and not just because of the symmetry but looks like a slightly less forced pose. I like the suit very much also...
;)