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Serrat de la Narède. Vingrau Pyrénées Orientales 66.

High Dynamic Range.

 

Glossy dragon in Pisa

 

This uses one of Paul Debevec's new high-res envirnonment maps (recently uploaded to his website) for lighting.

 

The glossiness is near the upper limit of what is usable with my renderer before noise due to lack of importance sampling becomes too obvious.

 

Note that the color of the dragon is actually a neutral grey, but there's a very warm orange light coming from behind!

 

New Fog Color, ImageBasedLighting and Ambiant Lighting Config with new setting on Level Control Black and White Cutoff with White Level, AFX Contrast and Vibrance, HSL Saturation, Technicolor and Bloom Contrast.

 

Kyo Kountervibe .251 DoF (not included in the preset).

 

Currently testing on different weather and different places for the main preset, without weatherlist for this moment.

New Fog Color, ImageBasedLighting and Ambiant Lighting Config with new setting on Level Control Black and White Cutoff with White Level, AFX Contrast and Vibrance, HSL Saturation, Technicolor and Bloom Contrast.

 

Kyo Kountervibe .251 DoF (not included in the preset).

 

Currently testing on different weather and different places for the main preset, without weatherlist for this moment.

New Fog Color, ImageBasedLighting and Ambiant Lighting Config with new setting on Level Control Black and White Cutoff with White Level, AFX Contrast and Vibrance, HSL Saturation, Technicolor and Bloom Contrast.

 

Kyo Kountervibe .251 DoF (not included in the preset).

 

Currently testing on different weather and different places for the main preset, without weatherlist for this moment.

New Fog Color, ImageBasedLighting and Ambiant Lighting Config with new setting on Level Control Black and White Cutoff with White Level, AFX Contrast and Vibrance, HSL Saturation, Technicolor and Bloom Contrast.

 

Kyo Kountervibe .251 DoF (not included in the preset).

 

Currently testing on different weather and different places for the main preset, without weatherlist for this moment.

This tea set and tree frog were created using Autodesk Maya 2009 a 3D modeling program. This image was rendered using Mental Ray. The scene was lit by a High Dynamic Range Image. The tree frog was from an earlier project I did.

  

A new render of my Swiss Army Knife using image-based lighting.

Level 8 "Menger Sponge" created using recursive instancing (so the memory required by the model is very minimal -- the background image uses far more RAM).

 

Inspired by seb przd's menger sponge.

 

Practically indistinguishable at this distance from the level 6 version, and took over twice as long to render...

 

Source code for this is here.

This 3D model is based on the Mitsubishi Eclipse. The model was created using Autodesk Maya and rendered with Vray. The scene lighting was accomplished with an HDRI and Global illumination.

A first test of image-based lighting in Sunflow using a Structure Synth model of mine. The background is an HDRI pano of a glacier scene.

 

©2009 David C. Pearson, M.D.

This tea setwas created using Autodesk Maya 2009 a 3D modeling program. This image was rendered using Mental Ray. The scene was lit by a High Dynamic Range Image. T

 

Model of a Thai statue from the Stanford 3D Scanning Repository. Pretty big with 10,000,000 triangles, but amazingly it's actually a decimated version of an even bigger original with 39 million triangles!

 

Cutlery and china geometry, and environment map are by Christian Bauer:

 

hdri.cgtechniques.com/~sibenik2/

hdri.3dweave.com/library/

 

[Tessellation artifacts are a little annoying...]

Rendering using a non-HDR image as a background/light-source.

 

Despite the light-map not being a HDR image, it seemed to work OK (I guess there'd be slightly better highlights if it was a HDR image).

That's a lot of Buddhas (10,200 of them, to be exact...)!

 

[Test of instancing: the Buddha model has 1,087,716 polygons, so the total number of "virtual polygons" is 11,094,703,200. Yow!]

This is a sphereflake using nested instancing to depth 6.

 

The fractal nature is even more obvious than the previous version, but for some reason there doesn't seem to be any clear focal plane... I'm not sure whether the focus is just messed up or it's the very small spheres sort of making everything fuzzy...

 

blah blah dragon, buddha, ...

 

[click the "all sizes" button to see the raw (noisy) 5760 x 3840 image]

 

IBL : Image Based Lighting...

 

A CGI rendering technique that allows the use of a 360-degree HDR panoramic-image to provide an omni-directional lighting solution for 3D models.

 

The goal, when applied in conjunction with Global Illumination rendering, is to try to make the models in a CG scene seamlessly and realistically blend with a photographic background using the lighting characteristics of the illuminating image.

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In this scene, the cube, sphere and “tabletop” were 3D models. The background was an HDR panoramic image mapped onto a large sphere that encompassed the entire scene. That's what provided both the illumination and reflection elements to said objects.

 

Once rendered, I moved the 32-bit Tiff image into PhotoShop, used the alpha matte to extract a selection mask, and blurred the BG to create a shallower DOF.

 

Easy-Peasy! The whole process took less than 15 minutes to build, render, and comp.

 

Created in Lightwave 9.6.

 

Copyright © 2012 by Craig Paup. All rights reserved.

Any use, printed or digital, in whole or edited, requires my written permission.

 

This environment map is inside the famous Ennis House. It's another one of Paul Debevec's new hi-res HDR maps (this particular envmap is massive -- it occupies 235 MB of RAM when unpacked during rendering!).

 

I also made a low-quality (and kinda lame) animation of this scene.

 

See where this picture was taken. [?]

Update of this after fixing a DOF bug.

Uses an HDR environment map from omdot.

"sinc" function (sin x / x) plotted using spheres

This 3D model is based on the Mitsubishi Eclipse. The model was created using Autodesk Maya and rendered with Vray. The scene lighting was accomplished with an HDRI and Global illumination.

Just testing out the image-based lighting capabilities of Sunflow. Here is the same scene file rendered with different high dynamic range IBL lighting maps. Be sure to check it out at full size. [N.B.: I only used a sample of 200 in Sunflow for the IBL light, which produced a few artifacts in the shadows, I think.]

 

Top: St. Peters Basilica, Glacier, Forest

Bottom: Grace Cathedral, Uffizi Gallery, NickBertke Probe 5.

 

The top center image is this image here.

 

©2009 David C. Pearson, M.D.

This car was modeled using Maya 2009 and rendered using Mental Ray. An HDRI was used for lighting.

Looks more interesting at larger sizes... contrast is artificially boosted...

This 3D model is based on the Mitsubishi Eclipse. The model was created using Autodesk Maya and rendered with Vray. The scene lighting was accomplished with an HDRI and Global illumination.

Hmm, this sort of has a holiday feel... yeah...

~Happy New Year~

明けましておめでとう〜〜〜!

 

[The bloom effect is supposed to be physically accurate, but I'm not sure I did it correctly...]

Re-render of an earlier, buggier pic.

 

Rendering stats:

intersect:

rays: 172,820,056,552

tree node tests: 6,535,535,493,177

surface tests: 7,326,431,918,414

shadow:

rays: 115,110,271,616

tree node tests: 2,503,426,356,742

surface tests: 3,300,453,306,046

illum:

illum calls: 86,203,288,474

average shadow rays: 1.335

 

Shiny and blue.

 

So shiny, in fact, that you can see the quantization of the lighting map (much lower res than the environment map)... :-)

 

(The lack of indirect illumination is also rather obvious, e.g. on the underside of the jaw)

 

This 3D model is based on the Mitsubishi Eclipse. The model was created using Autodesk Maya and rendered with Vray. The scene lighting was accomplished with an HDRI and Global illumination.

Level 6 "Menger Sponge" created using recursive instancing (so the memory required by the model is very minimal -- the background image uses far more RAM).

 

Inspired by seb przd's menger sponge.

 

Man this could be the world's coolest apartment building...

This 3D model is based on the Mitsubishi Eclipse. The model was created using Autodesk Maya and rendered with Vray. The scene lighting was accomplished with an HDRI and Global illumination.

spheres and flaky goodness

Blah blah

 

snogray -s1280x1024 -a3 -n64 -b ../envmaps/debevec/ennis_inside.exr ../scenes/bupot.lua ../images/bupot1.jpg

sphereflake closeup

 

Lighting is from an HDR environment map, of the vienna volkstheater.

 

Looks nicer at large size

 

This is a comparison between my knife rendered with some spotlights and the knife rendered with HDRI lighting.

Re-rendering of previous image, using better algorithms (importance sampling).

 

snogray -a10 -s1920 -cv,u150,l500,f22,od20,ru8,mb10,a.58,.72 -b ../envmaps/sachform/URBANbase-download_color.exr test:mesh8:../dist/models/happy.msh ../images/dof11.jpg

This is rendered at a large enough size that a crop of the upper portion makes a nice desktop background...

 

Again the lovely supercar.

 

Attempt to use "fake-hdr" processing with this pic from sbprzd.

 

"sinc" function (sin x / x) plotted using buddhas

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