• Digital 3D Art v9
    6,260 replies, posted
10,000 samples (11 hours render time). Still a little bit noisy :( [t]http://puu.sh/1mJUS[/t]
is cycles really slow or are you doing something really intensive or are you rendering on a toaster? i know it's practice and all but the result doesnt look like an 11 hour render. definitely not worth it for the fidelity you're getting.
[QUOTE=DOG-GY;38327601]is cycles really slow or are you doing something really intensive or are you rendering on a toaster? i know it's practice and all but the result doesnt look like an 11 hour render. definitely not worth it for the fidelity you're getting.[/QUOTE] i7-920 @2.66 GHz with 100% used by Blender running overnight. I could probably toast bread on top of it, now that you mention it. I think something is wrong with my scene. Cycles used to be quite fast last few times I've used it. Or maybe it's the new changes to cycles made in the 2.64 update. I will try to render this with the "old" Cycles and see how it compares.
[QUOTE=Domino;38325381]There it is! Improved camera angles, higher res, wider angle, and improved slow motion.[/QUOTE] Minor thing, but your ball texture isn't UV'd perfectly. [img]http://i.imgur.com/oF2jR.png[/img]
[QUOTE=Frisk;38327947]Minor thing, but your ball texture isn't UV'd perfectly. [img]http://i.imgur.com/oF2jR.png[/img][/QUOTE] [media]http://www.youtube.com/watch?v=LKpnZ7cwWuY[/media]
[QUOTE=DOG-GY;38327601]is cycles really slow or are you doing something really intensive or are you rendering on a toaster?[/QUOTE] [QUOTE=clb;38327688]i7-920 @2.66 GHz with 100% used by Blender running overnight. I could probably toast bread on top of it, now that you mention it.[/QUOTE] There is the problem. I made a small test. (Taken from the tutorial.) [t]http://www.abload.de/img/untitleddhlug.png[/t] The scene has 3 materials, transparent, glass and glass with absorption. Cycles is quite slow if you use the CPU and the node for the material isn't that simple. [img]http://www.abload.de/img/unbenanntcdlcd.png[/img] Even on my i7-3930K 500 samples took 16min 45s. And with two GTX460s only 04min 14s. Doing complex scenes/node setups with CPU is a bad idea in Cycles. [editline]5th November 2012[/editline] And you could use some noise reduction or the clamp feature.
[QUOTE=Frisk;38327947]Minor thing, but your ball texture isn't UV'd perfectly. [img]http://i.imgur.com/oF2jR.png[/img][/QUOTE] I know, but I couldn't be bothered with it anymore then I did. The pattern doesn't line up at all.. Also the animation on the ball itself sucks worse then a monkey's butt.
you should have modeled it instead, negating textures and letting you focus on getting better material definition. right now the ball looks too dark, too glossy, too high spec, and also everything is going kinda overboard with fuzzy edgedness.
[QUOTE=DOG-GY;38327601]is cycles really slow or are you doing something really intensive or are you rendering on a toaster? i know it's practice and all but the result doesnt look like an 11 hour render. definitely not worth it for the fidelity you're getting.[/QUOTE] Cycles is still pretty slow in getting a clear render since noise filtering isn't a priority yet as far as I know so it'll take a ridiculously long time to clear something that would be fixed by a bit of filtering.
so why do people bother using it if it's so noisy and slow. seems pretty useless atm
Go check out Arion. It's a hybrid renderer that uses both the CPU and the GPU, and it's pretty fast.
[QUOTE=DOG-GY;38330065]you should have modeled it instead, negating textures and letting you focus on getting better material definition. right now the ball looks too dark, too glossy, too high spec, and also everything is going kinda overboard with fuzzy edgedness.[/QUOTE] I was actually kinda happy with the look of it :( But if I was to do the basketball one more time, I'd model it correctly, and split it with material IDs. Luckily for me I got this guy that'll do all future models :) So I would only have to be bothered with the animation, which is more my kind of thing :)
[QUOTE=DOG-GY;38330641]so why do people bother using it if it's so noisy and slow. seems pretty useless atm[/QUOTE] Well it's fairly fast on GPU if you know how to setup your scene to avoid the noise or you're willing to postpro it out. It's still far from finished so it's by no means ready, but still usable to some extent.
[QUOTE=Domino;38331600]I was actually kinda happy with the look of it :( But if I was to do the basketball one more time, I'd model it correctly, and split it with material IDs. Luckily for me I got this guy that'll do all future models :) So I would only have to be bothered with the animation, which is more my kind of thing :)[/QUOTE] Everything kinda looks like it has a blurred copy over it (with hard edges still present), softening it all up way too much. It doesn't look like a lens effect or like it conveys any kind of emotion or theme. Honestly it hurts the theme because with fast animations that haloing around every single object distracts from the animations by greatly reducing the clarity of the forms.
Had nothing to do so I made an iMac. Modeled in Maya rendered in Modo. Edit: Might add the power cord tomorrow, wont look as good as the cordless version. [URL="http://nukeaduke.com/img/iMac2012Both.jpg"][IMG]http://nukeaduke.com/img/renders/iMacS.jpg[/IMG][/URL] [URL="http://nukeaduke.com/img/iMac2012Both.jpg"]http://nukeaduke.com/img/iMac2012Both.jpg[/URL]
I just love the Modo renderer, it's so fast and and customizable, things just come out looking pretty without much effort, not that I despise renderers that take effort to get something right, it's just that Modo is really fast at rendering and stuff looks good without much work, plus it has the great preview renderer where you can focus the render zone by hovering with the mouse arrow over the place you want more detail on, which is great for setting up your scene without doing a ton of different renders.
[QUOTE=DOG-GY;38331835]Everything kinda looks like it has a blurred copy over it (with hard edges still present), softening it all up way too much. It doesn't look like a lens effect or like it conveys any kind of emotion or theme. Honestly it hurts the theme because with fast animations that haloing around every single object distracts from the animations by greatly reducing the clarity of the forms.[/QUOTE] It's the Depth of field done with Z-depth... It didn't exactly turn out right :-/ I think that for the next "episodes", I'll wait the week it will take to render with Bokeh and motion blur directly from 3Ds max
Tried the Facepunch logo. [IMG]http://i.imgur.com/xuPAS.png[/IMG] Trust me it's 3D. I don't think it was as accurate as I wanted to. I should have done it in GIMP instead of modeling it in Blender.
[QUOTE=andololol;38342128]Tried the Facepunch logo. [IMG]http://i.imgur.com/xuPAS.png[/IMG] Trust me it's 3D. I don't think it was as accurate as I wanted to. I should have done it in GIMP instead of modeling it in Blender.[/QUOTE] Outer rim is not thick enough 0/10 would not punch.
Try using a reference image underneath. [url]http://meta.filesmelt.com/downloader.php?file=fp12.png[/url]
[QUOTE=ZombieDawgs;38342174]Try using a reference image underneath. [url]http://meta.filesmelt.com/downloader.php?file=fp12.png[/url][/QUOTE] Now that I look at it the regular logo looks wonky as hell.
Anyone know of any third party, easy to use rendering software? Something I can just bung a model into and have it churn out a nice render quickly and easily?
Marmoset Toolbag
[QUOTE=~ZOMG;38343172]Anyone know of any third party, easy to use rendering software? Something I can just bung a model into and have it churn out a nice render quickly and easily?[/QUOTE] Octane Render is quite easy to use.
[QUOTE=andololol;38342232]Now that I look at it the regular logo looks wonky as hell.[/QUOTE] That's the image everyone seems to use and it's terrible. This is how it should be: [t]http://i.imgur.com/N0KU3.png[/t]
[QUOTE=ArakanI;38333964]Had nothing to do so I made an iMac. Modeled in Maya rendered in Modo. Edit: Might add the power cord tomorrow, wont look as good as the cordless version. [URL="http://nukeaduke.com/img/iMac2012Both.jpg"]http://nukeaduke.com/img/iMac2012Both.jpg[/URL][/QUOTE] Didn't add a power cord but a keyboard and trackpad. [URL="http://nukeaduke.com/img/iMac2012KBTP.jpg"][IMG]http://nukeaduke.com/img/renders/iMac2S.jpg[/IMG][/URL] [URL="http://nukeaduke.com/img/iMac2012KBTP.jpg"]http://nukeaduke.com/img/iMac2012KBTP.jpg[/URL]
I'm making Juliette from The Thing (2011) [IMG]http://i.imgur.com/g6qaB.jpg[/IMG] [IMG]http://i.imgur.com/Foffu.jpg[/IMG] [IMG]http://i.imgur.com/PA5Hd.jpg[/IMG] I'm kinda surprise on how well it turned out so far, since this is my first asymmetrical model I'm making in zbrush.
[QUOTE=Colossal_Dragon;38349081]I'm making Juliette from The Thing (2011) [IMG]http://i.imgur.com/g6qaB.jpg[/IMG] [IMG]http://i.imgur.com/Foffu.jpg[/IMG] [IMG]http://i.imgur.com/PA5Hd.jpg[/IMG] I'm kinda surprise on how well it turned out so far, since this is my first asymmetrical model I'm making in zbrush.[/QUOTE] The Thing always made me think about necromorphs, probably because I'm a dead space fan
[QUOTE=andololol;38349134]The Thing always made me think about necromorphs, probably because I'm a dead space fan[/QUOTE] The art deparment at Electronic Arts were probably heavily inspired by John Carpenter's The Thing. ;) I'm playing around with the realistic shader: [url=http://img11.imageshack.us/img11/600/bowmannitrous.jpg][thumb]http://img11.imageshack.us/img11/600/bowmannitrous.jpg[/thumb][/url]
doodled around with this today [img]http://media.moddb.com/images/members/1/96/95390/mac-10.png[/img] probably never going to finish it
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