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First M~R image: Updated May 31

Posted: Mon May 16, 2005 2:43 am
by pluMmet
Well I must say that I love this renderer! It need more shaders and has some problems but that's to be expected at this stage ;)

So here's what I have: (I know it need more detail but it's a start.)
Image[/img]

Posted: Mon May 16, 2005 3:13 am
by Thomas An.
This is a cute scene :D
It needs a little more light though. Its kinda dark right now.

Posted: Thu May 26, 2005 12:46 am
by pluMmet
Well here's an update:
Image

I did a little post on the glass in PS...I also rendered in other renderers...man they S*&K compaired to M~R :)

Posted: Fri May 27, 2005 11:28 am
by macray
For me it's still way to dark. The model is nice, but the picture looks empty.

Posted: Fri May 27, 2005 8:11 pm
by pluMmet
I'll lighten it up some more :)

As far as it being empty....? I'd like to add something but I'm a bit of a minimalist and like open spaces. I'm trying to think what to add while keeping it expansive?

Posted: Fri May 27, 2005 8:40 pm
by Maximus3D
Hiya!
This is a nice start and i got a few pointers for u if u don't mind, this i just say so u can improve it further if you want to and make something that might even appear in the gallery if you're lucky ;)

My suggestions..
- Change the camera angle, maybe slightly up above looking down on your scene.
- Add caustics.
- Adjust the light setup, maybe make it more into a studio light setup for this.
- Find new textures for the floor and background
- A faint bumpmap adding small scratches and tiny dents to the objects make them more realistic.
- Play a little with DOF and see what it can do for your scene, blurring the back wall brings your models in focus.
- If u use Zbrush 2 then u can detail the dents and bumps to boost the realism even more.
- I can't quite make out the background behind your glass figures but if it's a wall then plz make it look like a wall.
- As the other said the whole scene is too dark, boost the intensity and make it more interesting with multiple lights as i also said earlier in this post about a studio like setup, then u should get caustics automatically and a set of nice shadows u can play with.

Keep up the good work!

/ Max

Posted: Sat May 28, 2005 11:47 am
by pluMmet
Thanks for the support Max, I'm giving it another go!

Posted: Mon May 30, 2005 1:31 pm
by pluMmet
Revision:
Image

no post processing :)

Posted: Mon May 30, 2005 11:17 pm
by pluMmet
Sgög? wrote:The emitter would be better ANYWHERE else than directly behing the camera ;)
lol. O.k. Thanks!

Posted: Tue May 31, 2005 6:18 am
by pluMmet
Here's the latest (the cooperative render for some reason only merged 2 of my 4 computers for this image. The other 2 finished sucessfully but the manager and monitor don't seem to know it.) :
Image

Unfortunately the 2 that hung up reached level 14 while the 2 that merged reached level 7 so this is a dual level 7 image hence the noise on the wall :?

let me know what else can be done :)

Posted: Tue May 31, 2005 9:23 am
by macray
Thats a lot better. With the light at the glass and the nice small reflecions on the little ones the only thing I see is some reflections and bumps in the ground floor missing.

Posted: Tue May 31, 2005 9:36 am
by pluMmet
Thanks macray- I don't know how to get the floor to reflect...it's a diffuse shader and there is no way to do it that I can see! I have seen others get floors reflecting. How is it done?

Posted: Tue May 31, 2005 9:52 am
by pluMmet
actually I tried to reflect before and it didn't work I think because of where the light source was. I'll try again. Thanks!

Posted: Tue May 31, 2005 11:26 am
by pluMmet
There is no spinner in Max for the color channel...reflect is set to 1 (and I tried .8 ) and no reflection. So how do you get it to reflect?