First render with blinn materials - UPDATED AGAIN (auff...)

Here it is:

Spaceships modeled in Wings3d. Criticism and suggestion welcome as usual, thanks. :smiley:

BTW, I think to have found a little bug in the blinn materials: when appending a blinn materials from an other file, it come as phong…

http://digilander.libero.it/env1/newpost/ovoships.jpg

http://digilander.libero.it/env1/newpost/ovoshipsphong.jpg

Just tweaked only spec and hard on the left panel for the phongs, textures setting are just the same in the two rends. Mmh…

Env

what is this blinn program you speak of?

Wow, that picture is so damn crisp looking, I love it :stuck_out_tongue:

Gr8RedShark: Blinn is a shader, not a render engine :stuck_out_tongue: Its currently being tested in the experimental version of Blneder (Tuhopu)

Anyway env, wonderful Pic :smiley:

Nice image, overall, cool atmospheric effect on the near planet, cool light BUT, as someoneelse said somesiteelsewhere, please post a comparison with Blender default Phong :slight_smile:

Stefano

Nooooooooo! The eggs are coming! The eggs are coming!

Nice pic. :wink:

Nooooooooo! The eggs are coming! The eggs are coming!

Yes, they are called “ovoships” (“ovo” = italian for “egg”). :smiley:
But what about the two different materials?

Env

honestly i think the the phong version is better…

Honestly I think the blinn version is better, because the phong is too shiny for a big (painted ?) spaceship.

But I cannot compare since the images are not strifing for the same effect.

Stefano

Mmm… not only the spaceships have different materials in the two versions, but the big jupiterian in the background and the sat in the foreground too.
As you can see, the differences for the big planet are little evident, while for the spaceships they are huge (and the spec cursor is setted to 0.0 in the phong material; the difference is caused by the textures, which have the same setting for the two examples). The two examples werw looking for the same effect, but are different by themselves.
Anyway, it would be easy to set the blinn material to obtain a more high spec value.

Env

Env I’ve seen this on CGtalk both places and here and to me they both look good (Phong and Blinn) depending on the scene you are creating. As I understand it this was a test of the Blinn lighting and I’m impressed. I think I like the phong shader in this case because of the reflected light but as you said maybe you could increase this in the Blinn picture for another look. Makes me curious what this would look like with toon shading. Nice to have new tools to play with. As always your work is great.
Paradox

Hi Paradox, nice to hear you again. :smiley:
Thanks for your comment. Actually I made these test to see what blinn materials would improve Blender renderings. It seems that the main difference is in the quality of the diffusion of light on surfaces and in the possibility to control this; I think that the difference would be very much more visible in biggest renderings, anyway (size of poster’s renderings I made last months, 9000 per 3000 ppi). I’m gonna try it.

Env

Different version, different textures (improved, I hope! :smiley: ) but always with blinn materials:

http://digilander.libero.it/env1/newpost/ovoships2.jpg

Env

Yeah!

Better!

Expecially the starred sky :slight_smile:

Stefano

Whoa, much better now. I like the the background texture.

heh… I’m all confused now. so what. “phong” is the one blender normally has. and now “blinn” has been added. but, I dont see what is so great about this blinn. on these two pictures here, it seems to kill details and make picture flat.
if you want that with blenders normal material (phong?) just turn down the “spec” and “hard” and you get the same effect?

or am i missing something here… ?

.b

heh… I’m all confused now. so what. “phong” is the one blender normally has. and now “blinn” has been added. but, I dont see what is so great about this blinn. on these two pictures here, it seems to kill details and make picture flat.
if you want that with blenders normal material (phong?) just turn down the “spec” and “hard” and you get the same effect?

or am i missing something here…

Well, this is exactly why I posted this two (three) examples, because I have the same doubts and confusion! :smiley:
Actually, I hoped that someone with a better knowledge than me about blinn-phong differences would have posted some tip or some particular suggestions. I posted these on Blender.org too, in the post about the cessen version, but looks like it has been a totally invisible post… :expressionless:

Env

s68 posted a thread on this matter, but it seems to verify your doubts, basse…

Okay, so can someone explain what exactly the differences between phong and blinn are, please?
BTW, it looks to me that blinn has a better quality in rendering.

Env

humm…confused here. It looks like both shading techniques can be used to produce essentially the same effect. Maby more control will be provided when the sliders for the blinn shader is more developed?