Artwork > Finished Works and Works in Progress

Diffuse Inter-Reflection Test

<< < (2/2)

Trevor:
Thanks everybody, I thought Id share to bring the subject back up since it was a while ago since I last mentioned it (must have been around 2014)

PerfectGold aka GoldenEye Setup Editor. PerfectGold is a concatenation of Perfect Dark and GoldenEye Since the editor supports both as PD was built from GE.
The editor now also supports Diddy Kong Racing, Micky's Speedway and Jet Force Gemini, however I don't think any realistic name could be made from that list of games :P


--- Quote from: Steve on October 25, 2017, 02:06:34 pm ---Trevor: this is a nice collection of images, especially since Anim8or doesn't use Photon Mapping which is much more efficient at rendering diffuse inter-reflections like in your examples.

--- End quote ---
Ah, is that why you originally said it couldn't be done (My original images of the ship were extremely contrasty)
Ive done a few DIR renders with ART, each time getting better results, these I think are the best which is what prompted me to post them.

For those who want to re-create these are the entire settings

Material:
Ambient 0 (0)
Diffuse 20 (128,128,128) (Optional texture set to Darken)
Specular 0.95 (255,255,255) (If used texture copy here too and again set to darken)
Roughness 0 (9999 for mirror)
Attributes class[type string = glossyreflector]

Scene:
1 infinite light for sun (255, 229, 191) - slightly orange sun to counter the blue sky
1 local light for interior (136, 124, 118) - warm interior light 1/2 as bright as sun
Environment spherical panorama of sky
Global Lighting ambient 0, diffuse 1 (exterior) diffuse 4 (interior)
AA samples min 49


Trev
Attached is the original image and composite sample

Trevor:
Just a quick update to show another method that seems to work great.

This render uses similar settings I mentioned before and use An8 Lights

AA = 100, time = 30min

This render however uses no "lights", its totally self illuminated (and different to the lightsabre shown elsewhere) and uses a much simpler material setting

AA = 196, time = 45min

the material set for this is
Ambient =0
Diffuse = 0
Specular = 1 + Texture
Emissive = 1 + Texture (For Model Light only)
Rough = 0
Attributes = class(glossyreflector)

So now there is no more huge numbers - but lights must be built-in to the object or use sky.

One odd thing, the light seems to radiate with bias toward the camera...

Trev

Steve:
Very nice renders.

With the diffuse constant at 0 you'll only get specular rflections which will be biased towards the camera. You could add a bumpmap or normal map of a noise texture to the wall to spread the light out a bit, or set the diffuse constant to omething > 0. But I don't know if the diffuse constant will help because Anim8or doesn't have path tracing (... yet ...) which is a much more realistic light model.

Navigation

[0] Message Index

[*] Previous page

Go to full version