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Old 17-07-2008, 09:58 PM   #76
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Very nice!
Render looks good, looking forward to more.
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Old 18-07-2008, 01:10 AM   #77
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Had a render that looked amazing, even better than the last, with more texture work, and had been cooking for 2 hours 10 minutes, and was a few buckets from being complete, and the screen went black, computer reset... lost it
It was using 1320 odd mb of memory by the end, and I doubt the computer could handle it.

Is there any easy way to split the render into bits without having to render by region which is innaccurate?

Thanks for the continued support though I'll have more of it up shortly...
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Last edited by Kage; 18-07-2008 at 01:15 AM..
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Old 18-07-2008, 01:54 AM   #78
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I may be wrong but...

If you are using maya try batch rendering, that seems to work for me when I start running out of memory.

Unless you are already doing that
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Old 18-07-2008, 02:25 AM   #79
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You could use Renderpal. Its a network renderer but can slice an image up into separate sections. With the trial u can have up to 3 pcs, and no limitations.
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Old 18-07-2008, 02:39 AM   #80
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Brilliant work Kage.

I have to disagree slightly with MrArmless about the red in the render though. That over-saturated look really gives it the feel of a magazine ad. Those aren't exactly realistic either, but the brighter colors catch your attention better.
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Old 18-07-2008, 02:59 PM   #81
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Fantastic result Kage!, really well done.

Hopefully we will see a render with all elements at once.
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Old 21-07-2008, 09:38 AM   #82
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I'm using Max, so nope

Thanks Trimyr for saying that, and in a way I agree with you, but I did notice the difference between all the other colours, and I think its because it's mostly black and white except for a few sutle tones here and there.

Well, I arrive with an update that actually finished, and was cooking for approx 3 1/2 hours over night.

Here it is. All textures are now finished, shaders have been slightly reworked, and well, I'll let the render do the talking:

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Old 21-07-2008, 10:21 AM   #83
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Wow nice man, fantastic work!

Would you mind explaining your lighting setup? - its an area I am trying to improve on.
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Old 21-07-2008, 10:25 AM   #84
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Leaps and bounds, Kage. Leaps and bounds.

Did you do any post work in Photoshop by any chance? Or is it all camera effects?
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Old 21-07-2008, 10:54 AM   #85
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Untamed, thanks This render is definietly the best so far, but something's slightly less realistic about the ports at the top, and I don't know why. Its something to do with the hilights I think.

The lighting setup is actually rather simple, but I know that its the lighting that is either breaking or making this model, due to the materials being reflective etc.

I use a dome light set to 1.5,
and then I have multiple sphere lights, at around 5-10cm radius, producing a value of 50-100, all around the model to produce the hilights where I want them.

I didn't really want to use a HDRI as I believe you can become to dependant on them, so placing them around the model in destined places seemed the best option to me.

Honki, thanks again Yeah, its Photoshop work, just to increase brightness/increase contrast, etc to get the blacks looking right and not too washed out. Blurs were manually completed using the blur tool, changing the amount and size as I got closer to the main focal point. Slight camera work was then imitated, and thats about it.
Render still takes 3 1/2 hours without all the work being done by the camera I do realise it'd be more realistic though if I managed to get it to work. Maybe as time goes on.

I'm rendering an upclose shot of the bottom part as we speak, which will show the extra detail I added
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Last edited by Kage; 21-07-2008 at 10:56 AM..
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Old 21-07-2008, 03:53 PM   #86
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This is absolutely insane! But, I love it! So much attention to detail. My eyes teared up!
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Old 23-07-2008, 12:28 AM   #87
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You couldn't have made a better comment , thanks

I didn't want to post without an update, and luckily I have one.
Started shading the pod (textures will come shortly) to try and get the closest to the real materials as possible:



Hope you like. Updates soon!
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Old 23-07-2008, 03:43 AM   #88
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Wow, nice man. Are you still creating the DoP in photoshop?

Looking pretty real to me at the moment!

Keep it up
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Old 23-07-2008, 07:59 PM   #89
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Wow Kage, that's soo brilliant!! I'm loving the outcome of this, very nice work and attention to details... stunning!
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Old 25-07-2008, 05:45 PM   #90
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Untamed - Yeah, its in Photoshop. I can't yet figure out a good camera vocal point for the Z-depth, and to be honest, the results seem to be the same.

Strattus - Thanks

Heres an update. Some textures still to complete, and a few shader changes are needed. Especially on the glass:



EDIT:
Last render of the night:


I have to thank Tilaart for the antistropy maps I used for the volume control. I wouldn't have found the link without him.
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Last edited by Kage; 26-07-2008 at 02:49 AM..
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