Nothing special really. Just sharing because it took 12 fricken hours to render ( with svn 27393). I was testing IBL using an HDR angular map, SSS on both the sphere and cube, and fuzzy reflections on the plane. Also, trasmittance on the sphere. Fully raytraced render. I did a little contrast and saturation enhancement in The GIMP, maybe a bit too much saturation enhancement on the sphere.
I AM wondering about the render artifacts tho. Where did they come from? I was using 9 samples for the indirect lighting, and AA at 8.
Still, this is certainly my most photo-realistic render to date.
machine specs: Athlon XP 1800+, 1Gb RAM, Radeon x700 ( i need a new machine!!!)
around 127,000 faces … I had indirect bounces set at 2 and raysamples set at 9 … mirror depth set at 3 and SSS set pretty heavy too, plus filtered transparency … I’m kinda surprised it took that long as well, I figured maybe 8 or 9 hours … maybe I should have ‘applied’ the sub-surf and displacement modifiers … hmmmmm … and compare the render time between trunk and the render branch, which I just grabbed a new copy of from graphicall …
I could imagine myself taking a bite of that jelly object and it’ll taste like a Jolly-Rancher for some reason… you know, it looks like that it has that potent colorful hard candy flavor : ).
ANYTHING but grapefruit (or watermelon) … I HATE grapefruit
Setting up an angular map is easy. I just downloaded a standard HDR sky image, I forget from where, cause I forget which one I used … there’s lot’s of free ones out there … load it as in image, and set it as a sky texture, with the mapping set as angular. that’s it. Oh yeah, you have to set the image to horizon and/or zen-up and zen-down … I didn’t do any size or position adjustments on the map, so as you can see the sky is pixelated, but that is easily masked back out(using alpha channel) and replaced …