Blender Material Preview Scenes (1.1)

hmmm… the only thing i can suggest you right now is to check every parameter on my Gold material and compare it to yours and do some experiments… i ran into several problems creating the b.m.p.s. and i plan to post a thread explaining the problems (maybe bugs) and asking for a couple of features for Blender… Maybe your problems are actually a bug in Blender.

Something similar happened to me using GLSL when the lights were too bright.

10 hours for rubber as I read is quite long. I assume you used blurry reflections? Broken did put in that nifty distance value so you don’t render stuff that would be reflected in such a blurry way it would barely make a difference, and there’s the adaptive threshold. Plus it’s not useful for a heavily blurry reflection material to need more then 2 bounces in most cases. The renderer could be faster, but there’s that raytracing speedup patch sitting in the patch tracker collecting dust.

Just putting that out there, the scenes look really well made.

4 hours in Lux with Bidir. I really have to learn Lux better :frowning: so spotty…then again, it’s only ~380samples/px.
http://i149.photobucket.com/albums/s42/tatsuyame/bmps.png

Hi CD… Yes, i used Blurry refractions, no reflections at all… I’m conscious about all those stuff and did absolutely everything you suggested except for the distance parameter, for the tests i don’t think it was necessary… For production work, absolutely!

@ tatsuyame: cool anyway, is a good start :)… you could maybe ask in Lux forums for advise… Radiance and other devs are very kind and helpful.

hi,

if someone is trying with yafaray i think gamma correction is not needed,as yafaray also does gamma correction.

It actually looks like you’re hitting color precision limits (strange, because Blender’s supposed to render in floating point colors, didn’t it?). What happens if you use less saturated colors? Does it gradually go away?

fluid render using my materials. 5hrs. blender 2.48a
http://sites.google.com/site/androcto/Home/meta-s-material-library/FluidPreview1.png

@ Meta-Androcto: Interesting test :slight_smile: cool looking materials… i’ll try to release soon a 1.1 b.m.p.s version solving the circular artifacts on that fluid scene that honestly forgot to solve for 1.0 version.

Hey tuqueque,

If you take a look at post #34 in this thread

http://blenderartists.org/forum/showthread.php?t=119205&page=2

you’ll see you can get better results with an HSV node instead of an RGB curve node to correct the f-stop exposure. I tried it myself with your scene and the highlights looked less harsh and more realistic.

Hey, thank you sooo much futar!.. i’ll release ASAP (this weekend) 1.1 version of the b.m.p.s. and definitely will replace the RGB curves with a HSV node!..

It would be nice that Yves joins this thread and gives some feedback.

My pleasure.

Although, on some occasions I prefer the look the RGB curve node gives, even if it is wrong. For example, the gold material has a bit more of a glow with the RGB curve, which is slightly more pleasing.

Anyway… I think the HSV node is probably the best option most of the time.

Don’t worry, i’ll try to keep the exact same looking on renders including the glow, just internally will be different.

Agreed, it’s easier to achieve subtle effects with a HSV + Bright-Contrast than with a RGB node.

Thanks alot! Just these days I been doing my test in spheres, cubes and planes getting to know the V-ray scrip for blender. I will work on BMPS today.

Hey,
I am the creator of the blender-materials.org and I really like your scenes!
I’m thinking about adding the ability for adding high-resolution renders to the Materials, using your scenes. What do you think about it? I could host the Scene for Download on the Page, too.

Hello Paratron. Welcome to Blenderartists :slight_smile:

Sounds great!.. I think it would give a nice use and purpose to the scene!..

P.S.: I’m PM-ing you with some information and proposals i think is interesting.
tuqueque

That looks like ice! Nice job, I’d love to see what settings you used for that.

Randomly chosen Mat from Blender-Materials.org
It took somewhat 2 hours to render.

http://blender-materials.org/img/ice.png

Hey, it looks really nice!.. i’m happy to see that the b.m.p.s. works ok for large size renders and no ugly polygons appear.

Nice test Paratron!