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Blob StrokesAuthor: Anto Matkovic Here's a small ICE compound used to generate these 'blob-strokes'. I had something
like this before, but I really wasn't so excited by the speed of generation. Now with
3delight, it's definitely feasible, updates are performed immediately. The compound
creates particles on curve list, evenly distributed, count is relative to particular
sub-curve length (still, you'll need to take care of curve re-parametrization). It's
also able to perform 'write on' on one-after-another subcurve (by sub-curve, or normalized
by sub-curve length). In short, you can 'draw' 3d strokes with it, by animating the
slider value. There are a few additional parameters. [..] contd. under si-community link
local backup: Emit Blobs From CurveList.xsicompound
3DelightAuthor: dna research v4.0.41 updated Feb 21st 2015.
3Delight is a fast, high quality, RenderMan®-compliant renderer designed to produce
photo-realistic images in demanding production environments. The renderer was introduced
to the public in the year 2000 after being used for more than a year as the sole renderer
in a sister production company. It is now widely used and earning a reputation as
a benchmark in rendering technology. [..] (cont'd on product page)
DNA research recently released the 4.0.41 upgrade and extended the free license to
support up to
8-core CPUs. Highlights from the
changelog (archive):
Volumetric Smoke and Shards
Any shader as light source projection
Exposure, Gamma Controls
Mesh Light support
ESC to stop render. Last year's big 4.0 update introduced features such as:
support for deep EXR files
Native MARI textures support
Improved sampling of environment maps
Added the physically plausible 3Delight Material
"Continuous rendering" is now enabled by default
Up to x2 acceleration in hair/fur rendering
Memory usage is down 30% when using the path tracer
Skin shader for 3Delight for Softimage
Motion Map property is now supported
A list of movie projects rendered with the 3Delight renderer. As mentioned the product is free of charge for
the first 8-core license. Additional quad-core licenses are available for 400$ each
and unlimited multi-core licenses for 900$ each. Yearly support and updates 190$/290$
resp.
Comments on work in progress
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Mathaeus
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Post
by Mathaeus » 13 Mar 2011, 13:35
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).
Take look at
1600x1600

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ShaderOp
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Post
by ShaderOp » 13 Mar 2011, 19:04
Mathaeus,
That's wicked-awesome-cool!
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Caveman
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Post
by Caveman » 14 Mar 2011, 14:11
WoW! nice renders.

Hi I am Caveman. 3Delight render:D for some reason this scene won't render again

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Mathaeus
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Post
by Mathaeus » 14 Mar 2011, 19:16
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 !
Last edited by Mathaeus on 14 Mar 2011, 19:45, edited 1 time in total.
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shadow_ex_
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Post
by shadow_ex_ » 14 Mar 2011, 19:22
great stuff^^
both the render-time CSG renders and last model
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Mathaeus
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Post
by Mathaeus » 20 Mar 2011, 20:15
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

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rray
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Post
by rray » 21 Mar 2011, 00:30
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)
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Mathaeus
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Post
by Mathaeus » 28 Mar 2011, 01:15
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.

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Mathaeus
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Post
by Mathaeus » 03 Apr 2011, 21:19
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.

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Mathaeus
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Post
by Mathaeus » 04 Apr 2011, 18:10
... 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'.

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rray
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Post
by rray » 04 Apr 2011, 20:37
Wow good, wouldn't have thought that ICE and 3dl could work together so tightly.
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Mathaeus
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Post
by Mathaeus » 01 May 2011, 00:58
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

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ace63
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Post
by ace63 » 01 May 2011, 13:25
Holy sh*t
Nice rendertimes for that resolution with a weak machine and only 2 cores!
And quite a nice look aswell

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Mathaeus
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Post
by Mathaeus » 01 May 2011, 16:33
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

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ShaderOp
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Post
by ShaderOp » 02 May 2011, 06:55
That's just fraking awesome!
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Hirazi Blue
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Post
by Hirazi Blue » 02 May 2011, 08:32
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...
;)
Stay safe, sane & healthy!