Hi,
Can you guess the renderer used to produce this image?
The models are by Dan Wade from the CGtalk lighting challenges.
Also, this is a texturing and rendering WIP, so I need your crtc
Hi,
Can you guess the renderer used to produce this image?
The models are by Dan Wade from the CGtalk lighting challenges.
Also, this is a texturing and rendering WIP, so I need your crtc
Blender internal?
Okay, I guess Luxrender as the renderer.
As far as critique, the bananas need textures. All the fruits could do with a little SSS, but unless you are using Blender Internal, that is out of the question for the moment. Indigo has SSS, but itās now commercial. Assuming you are using Luxrender, try the mix material. Combine a translucent material with an appropriately glossy material. If itās another renderer, well, Iām not sure. I canāt help if itās V-ray; I know nothing about it. Itās already a pretty image, sunset light is always adds beauty.
Cheers and God bless.
Hello
This is looking good.
However there is something about that leaf on the appleā¦
its either internal or yafaray, i go for internal
i am no expert ,
but its too smooth look like indigo
can u say the render time .as a hint
Man, if itās unbiased, I bet it took a lot of time to render!
Why would you ask if the answer is obvious as BI?
I think itās V-ray!
The grapes need to be slightly harder (though are awesome I must say). The orange has the perfect bump map, it just needs to be more vibrant, it looks like itās made out of clay :(. I think a higher specularity value would be good.
Iām going to say blender internal as well.
blender internal with aao
@keith m I have started working on my lighting using these scenes as well, trust me that ainnāt no bump map on the orange but am with you on it needing more spec
close, but no cigarā¦
ā¦until you get it look like this:
http://www.3drender.com/challenges/fruitbowl/pages/holle_151.htm
eh I think for an image where the task was to do the lighting exclusively the lighting is pretty weak. Just imo. It looks very flat and 2d to me. The fruit doesnāt look like itās making contact with the plate. Also the fruit doesnāt appear to be casting shadows on the plate. Itās pretty impossible to tell what render engine your using. Blender internal could very easily do that as well as any other decent render engine. I think itās a bad render (but not the engineās fault) regardless of the engine.
dude you also definitely need an HDR map reflecting in those fruits.
I am sorry if it looked like Blender internal but it isnāt. It is in fact an initial test of LuxRender. I will take your comments into consideration and I will post an update when ready. The above image took 14 hours to cook
so it took a long time as has been predicted. However, I am pleased with the noise-free result. LuxRender is really a great renderer, even though it is not yet 1.0. It is still under development. I used the 0.6 RC3 version and it is working great. The exporter is very easy to use and setup.
Thanks for your input, and keep coming for updates.
before you need to learn how to light the set
Why are you sorry it looks like blender internal? First of all blender internal is great. Second of all how good your renders look is 90% dependent on the skills of the artist (and their skill with the tools a little as well). Typically render engines are considered āgoodā not because what they produce looks good but more because they give the artist more flexibility and control to maketheir art the best it can be.
Latest progress:
Things I need to work on:
What else do you see?
cherries and red grapes are fine, everything else shaders are not very realistic.
too plasticky for the technical term
this is much better. Great improvements. The problem here is that your using fake reflection, also known as āspecularā. Specular is great for games and small objects far away because itās very cheap on the computer, but for a bowl of fruit close up itās not the right way to go. You need to be using real reflection. You need to turn off specular completely and go with raytraced reflections (raymir) exclusively. Getting your reflections right will take some tweaking and significantly increase your render time. I have no idea how you could already be up to 14 hours thatās insane. To go along with your real reflections you also need an environment map/HDRI. Imo these things come waaaay before SSS in the priority list. Thatās why your fruit looks like plastic toys.
Hey, where can I get a copy of this model? daredemoikariās link makes me think itās a standard model for texture/lighting practice. I would love to get it with no textures so I can use it to learn texturing.
Thanks
-Andrew
@OrchidFace you are aware of the fact that he mentioned that he is using Lux-Render, there is no ray-mirror to turn on, its a 14 hour render because Lux is unbiased physically correct renderer and those types of render engines take ages to clear up the noise in the image. And what the hell is obsession with replacing specular with reflections anyways you do know that Blenderās shaders are not physically correct so what is the point of try to be all correct with the specular highlights when you overall base shader are not even physically accurate. Than because with expection of area lights all Blender lights are represented as points you will get no specular highlights unless you use emiting surfaces tied to your lights.
@amiler these scenes came from the author of ādigital lighting and renderingā jeremy birnās website he also rans the lighting challenge thread on cgtalk