Cycles tests - the new blender CPU/GPU renderer of awesomeness

@steeve: I called it footstool after I finished it, I really didn’t know what I was doing during the modeling process. There are more images about it in my blog: http://andzbrazil.blogspot.com

@AdamEtheredge: Thank you for the comment! Every time I look at it now I think I got a little carried away on the levels and made the lows too dark, but maybe is just the difference from the work monitor to the home monitor. What do you think?

Absolute surprise for me. Thanks for testing I was very curious about.
I remember some months ago using roughness created almost double rendertime. I think it was in glass shader but perhaps I am wrong and it was other shader.

But I think that must be secondary. First is to end a lot of things that Cycles lacks yet. I myself hope SSS and BumpMap is near. After, things like hair working with children, NormalMaps, Lights working as in Blender Internal, ability to load exr, … etc… etc A lot of things yet to code in Cycles I think, before coding other light strategies.

Bao2: If you read the thread about the funding, you will see that the plan is to hire another developer, not ask Brecht to implement it :wink:

Rendering Blender grass with cycles.
Around 30 passes.


Hi, ATI’s driver still doesn’t work, only clay… I hope you like jokes ?!? :slight_smile:


Sorry, but where is the clay render option? :o

LOL!

BTW, it should say
“Yes, I know you told me not to buy an ATI card.” not
“Yes, I know, you told me not to buy ATI card.”
Just trying to help. :slight_smile:

Looks nice.
How is it done ?

Kind regards
Alain

http://www.pasteall.org/pic/show.php?id=22334

http://www.pasteall.org/pic/show.php?id=22335

My guess, you picked up the old volumetrics patch and started developing it to a more production-ready state?

If so, then good for you, would be very useful to see this included sometime soon, though it is to note that we’ll need to see the sampling algorithms improved and made smarter to get them rendered in a reasonable timeframe.

My guess, you picked up the old volumetrics patch and started developing it to a more production-ready state?

If so, then good for you, would be very useful to see this included sometime soon, though it is to note that we’ll need to see the sampling algorithms improved and made smarter to get them rendered in a reasonable timeframe.
I just used a particle system to create a manual point cloud. :slight_smile:
It’s 1.4 million tiny planes. OpenGL viewport is painfully slow, and point cloud calculation takes a while to calculate, but renders surprisingly fast.

Little Test with Cycles and 123D.


schwenk is that reconstructed in 123d from photography?

Studio setup car paint test


Hi, I have posted this image in the finished projects forum. But I want show you the image because is thanks to your post and test that I have could do this work. Thanks :wink:


Trying to create the tomato material… Here is what i have now. Not so good ( And don’t look at the green part - its just a color diffuse now.

@DcVertice very nice render and extremely cool car. the colour too. did you model it?

yes !! It’s !

Thanks

Yep, I created this car for other work but I didn’t use. The render have something of post-pro (levels, dirt,…) but I’m impresive with the capacity of the Cycles to change the image in realtime. I really love this engine, it adapt perfect to my workflow.

The original image have 1920x1080 and I needed eighteen minutes to render with my 560OC GTX to finish the 1500 samples.

@DcVertice
did you do the post pro outside blender?

eighteen minutes

that is pretty quick i would say for a final render

schwenk is that reconstructed in 123d from photography?

that 123d catch is really clever stuff!

(pity its autodesk - somebody shoot me)