I love this feature.
Next one will be wth actual real physical itema nd try for realism.
BgDM
I love this feature.
Next one will be wth actual real physical itema nd try for realism.
BgDM
OMG! It’s an alien vacuum-cleaner!
How does it work with a slightly duller material?
Actually, it works very well. I have done some test renders, but not as good as this one, and my other one posted previously.
BgDM
well, another nice work of yours.
if you don’t mind, will you please share some settings with the rest of blender community regarding HDRI . Just to have an idea how to achieve this effect.
Generaly talking about myself
I like this model as well as the first HDRI test 8)
Noo, it’s an alien corkscrew
Very nice
Jamesk -> HDRI with dull materials http://www.selleri.org/Blender/images/Sphynx5.jpg
<edit>linked the thumbnail </edit>
Stefano
Evry: Herer is the complete XML file for you to look at.
<!-- Exported with YaBlE.
For any comment or question refer to [email protected] -->
<scene>
<shader type = "generic" name = "Head.mat">
<attributes>
<color r="0.000000" g="0.221053" b="1.000000" />
<specular r="1.000000" g="1.000000" b="0.657895" />
<reflected r="0.000000" g="0.647887" b="1.000000" />
<reflected2 r="1.000000" g="1.000000" b="1.000000" />
<hard value = "25.000000"/>
<IOR value = "1.000000"/>
<min_refle value = "0.200000"/>
<fast_fresnel value = "on"/>
</attributes>
</shader>
<transform
m00 = "0.216440" m01 = "-0.976296" m02 = "0.000000" m03 = "0.000000"
m10 = "0.000006" m11 = "0.000001" m12 = "-1.000000" m13 = "0.000000"
m20 = "0.976296" m21 = "0.216440" m22 = "0.000006" m23 = "0.000000"
m30 = "0.000000" m31 = "0.000000" m32 = "0.000000" m33 = "1.000000"
>
<object name = "Head" shader_name = "Head.mat" recv_rad = "on" emit_rad ="on"
shadow = "on">
<attributes>
</attributes>
<mesh autosmooth = "30.0" >
<include file = ".\Meshes\Head.xml" />
</mesh>
</object>
</transform>
<texture name="Plane_clouds" type="clouds">
<depth value="2" />
<color1 r="0.003390" g="0.376271" b="0.986441" />
<color2 r="0.000000" g="0.800000" b="1.000000" />
</texture>
<shader type = "generic" name = "Plane.mat">
<attributes>
<color r="0.800000" g="0.800000" b="0.283684" />
<specular r="1.000000" g="1.000000" b="1.000000" />
<hard value = "25.000000"/>
<min_refle value = "0.200000"/>
<fast_fresnel value = "on"/>
</attributes>
<modulator texname="Plane_clouds" mode="mix" size="1.000000"
sizex="1.000000" sizey="1.000000" sizez="1.000000" >
<color value="0.542373" />
</modulator>
</shader>
<transform
m00 = "1.000000" m01 = "0.000000" m02 = "0.000000" m03 = "-0.109886"
m10 = "0.000000" m11 = "1.000000" m12 = "0.000000" m13 = "-0.000035"
m20 = "0.000000" m21 = "0.000000" m22 = "1.000000" m23 = "-5.560953"
m30 = "0.000000" m31 = "0.000000" m32 = "0.000000" m33 = "1.000000"
>
<object name = "Plane" shader_name = "Plane.mat" recv_rad = "on" emit_rad ="on"
shadow = "on">
<attributes>
</attributes>
<mesh autosmooth = "30.0" >
<include file = ".\Meshes\Plane.xml" />
</mesh>
</object>
</transform>
<light type="hemilight" name="sky" power= "1.500000" samples = "100" use_QMC = "off">
<color r="0.800000" g="0.900000" b="1.000000" />
</light>
<camera name="Camera" resx="640" resy="480" focal="1.437500" >
<from x="10.000001" y="-7.128851" z="13.000000" />
<to x="9.473460" y="-6.760163" z="12.233956" />
<up x="9.372494" y="-6.689466" z="13.642788" />
</camera>
<background type = "HDRI" name = "envhdri" exposure_adjust = "0">
<filename value = "C:\Derek\HDRI\volksteather.hdr" />
</background>
<render camera_name = "Camera" AA_passes = "4" AA_minsamples = "4" AA_pixelwidth = "1.500000" AA_threshold = "0.040000"
raydepth = "5" bias = "0.300000" gamma = "1.000000" exposure = "0.000000" background_name="envhdri" >
<outfile value="head.tga"/>
</render>
</scene>
I am using YableX for export from within Blender. I just add the HDRI file path into the GUI and export. Nothing else special. Other than applying materials within YableX to get the reflections, etc.
BgDM
BgDM,
Nice Yafray HDRI renders you have going.
If you’re interested I have a couple of MLPov (patched verison of PovRay 3.5) HDRI images in the Works In Progres fourm.
Still Life: Bowl, Apple, Orange
Still Life: Glassware and Apple
Regarding your renders, I have three suggestions after playing around with HDRI a little bit for my renders.
Take out any lights you have in the scene, they seem to flatten out the effects of HDRI. You might notice this in one of my images where I added and area lamp instead of going totally without lights. I’d like shadows, so I have to find if I can add a shadow only light in PovRay.
Add a reflection to your floor or table or where ever your object is ‘seated’ when appropriate. The reflections of reflections add more realisim.
Finally less diffuse color will also make a big differnce as well.
Ok, none of this is law, just my observations!
HDRI is pretty cool man. The lighting is so natural. How will I ever go back? Know what I mean?
Ever since I started using jms PovAnim script, its just gotten better, so I continued with PovRay even after playing with Yafray and Yable. Although one day I want to learn them. But I’ve gotten so used to setting up PovRay’s materials and finishes, its becoming second nature just like Blender.
I like the object you have above. The material looks like colored porcelain.
The window in your first HDRI thread, is really cool. Reminds me of a futuristic, gothic, window ceil.
Nice work.
Thanks ec2! I have seen your WIP’s. They are very good. I think that YAFray does end up with a better final render though. The glass you have in POVray does not seem to have any thickness at all. Hopefully you can fix that.
As for the Hemi Light in YAFray using the HDRI image, I just checked the YAFray forum again, and it appears that you need to delete the colour from the light source in order to have the HDRI image light the scene properly. With that said, it is not the end all of it. According to eeshlo, even if you do not discard the colour from the light, the image is still used, but to a lesser degree.
Hope that explains some stuff.
BgDM
Funny looking bong, dude.
Seriously though, nice render!!
When I modeled the glass in Wings, I probably didn’t give enough thickness. Chalk it up to poor modeling skills/habits! I may revisit the models.
Thanks for the explanation. I wonder if down the road we will see it integrated with Blender?
whatever the widget it, it’s very real and the render of it is superb. Great job.
Arnaud
thanx BgDM. I don’t know what more than this I can say.
Oh crikey! Looking good!