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I was inspired by this.![]()
*Click!*
Scene file here
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Hey Yardan, nice. very painterly render. How did you manage that?
I also like how the ground fuses neatly with the background.
Last edited by g_supreeth (November 5, 2008, 7:33 am)
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g_supreeth wrote:
Hey Yardan, nice. very painterly render. How did you manage that?
Thanks.
Painterly.. Hmm.. Most of such impression is caused by the bumped texture on the glass.. it is a happy accident. Also the flat meshes with emissive texture that I used to light the scene might have something to do with it too.. And some Gimping. But not that much actually. 
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Cool ! here's my attempt :

I thinked It's unuseful to start a new thread whith the same argument .
Tell me if I'm wrong !
Glass Contest !!!
Alessio
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I'll try sometime soon, but it's very late here and I gotta get up at 6:00! Bleah, I only get a 7 hour sleep. :grouchyface:
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Very good!
Keep it coming and tell us how did you do it.
Mine was
GI: Ambient Occlusion, Rays to sample.. 4
Anti alias: min 4 max 16
Gloss/translucency and Soft shadows checked..
And Max Ray Tree Depth set to 12 0r 16 to avoid black areas in side the glass..
Tip of the day: 
Remember to put something to be the environment texture to get some reflections.. 
And if you use emissive textures to illuminate the scene put at least one regular light somewhere to avoid noise. 
<edit>
Or do you want me to make 'An Offical Light and Rendering Workshop' out of this?
</edit>
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Mine:![]()
Put a drink inside, a cool drink (as you can see the ice on the bottom of the cup)
I tried to get the scene to be more blue then red to emulate a freezer. I might add ice to the bottom, but I don't know how to get that effect D=
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HI Yardan ,
I've used ambient occlusion , 4 rays also.
AA 8/256 to reduce noise and enhance subpixels details.
Max rays bounce to 128 to avoid black holes inside glass...
I've mistaked the DOF parameters , and the result is that the subject is lightly blurred....
I've corrected this with a sharpen up in gimp .
Also in gimp I've slightly desaturated image , to provide more time-used colors , and a
colorization.
I avoid HDRI , since I love to create realistic images starting from nothing dependent with reality , in this case the HDR photo.
To provide reflections , I've setted up an environment texture (Truth's skies ) and builded a one-minute modeled polymesh structure with some holes to make light enter. Finally a large radius light setted up a great distance from the scene (80-90 units) with yellowish tone , to provide soft shadows .

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Woops! Here are my rendering parameters:
Ambient Occlusion, 16 rays
AA medium 4/16; Gloss/Translucency; Depth of Field; Soft Shadows all on
400 by 300
0.02 surface accuracy
no Post-Processing.
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Nice job everybody! Cool to see all the examples here. I tried some ice cubes a while ago. They were tricky. I had to increase the Max Raytree Depth (under "Advanced" in render settings) so they wouldn't turn black. :-) I could have modeled them better too (they look a little too smooth), but I didn't have too much time.![]()
Don't remember my render settings...
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I'm working on my cup, I made a new render with a different ice texture, a background image and a bigger canvas. But the background was taken off of Deviant Art so I gotta wait until the artist says it's OK to use.
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cool !
My render settings were :
Anti aliasing = max
ray tree depth = 10
No AA or GI
No environment / other objects in scene
TRICK : A spot light with decay rate:0, intensity:5, cone angle:180
facing vertically upwards, placed just above the ground, at a place opposite to camera, behind all glass objects.
gives nice reflections.
highly specular texture is the key.
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