Thursday, April 24, 2014
Wednesday, February 19, 2014
PBR home-brewed car shader tests
I read over my old pre-PBR car shader attempt
and the notes on odforce and updated my shader to work for PBR
the flecs are simple perlin - i experimented with mixing a bunch of patterns
but in the end this gave just as good results.
HDRI only
geo 'studio' lights and 2 intensities flecs, animation tested
different procedurals for flecs
and the notes on odforce and updated my shader to work for PBR
the flecs are simple perlin - i experimented with mixing a bunch of patterns
but in the end this gave just as good results.
HDRI only
geo 'studio' lights and 2 intensities flecs, animation tested
different procedurals for flecs
Monday, February 10, 2014
Saturday, February 1, 2014
PBR tests - Default Surface Model
PBR render tests
All renders here have :
an Environment light with the same HDR map
an additional spot for shadow casting (Raytrace unless otherwise specified)
1 Diffuse Bounces allowed
Defualt Surface Shading Model
Mantra > Properties > Pixel Samples:
from left to right:
3x3 (default)
2x2
1x1
0x0 (no samples)
Diffuse Bounce Limit [0,1,2]
Reflection Bounce Limit [1,2,3,10]
All renders here have :
an Environment light with the same HDR map
an additional spot for shadow casting (Raytrace unless otherwise specified)
1 Diffuse Bounces allowed
Defualt Surface Shading Model
Mantra > Properties > Pixel Samples:
Magnifications of the same renders.
3x3 (default)
2x2
1x1
0x0 (no samples)
Diffuse Bounce Limit [0,1,2]
Reflection Bounce Limit [1,2,3,10]
Wednesday, January 22, 2014
flip sim !
hi! i like the trend ive seen of flip sims that look like little beach diaramas, so since I'm still on holidays from computer science I thought I'd add my contribution.
rendering will begin soon, here's some look dev test renders....
I tried merging some jittered versions of the particles (I don't have a render farm)
to increase the sexiness - but i found it too noticeable so I eventually got rid of them....
Next task - wet map for the sand.
rendering will begin soon, here's some look dev test renders....
I tried merging some jittered versions of the particles (I don't have a render farm)
to increase the sexiness - but i found it too noticeable so I eventually got rid of them....
Next task - wet map for the sand.
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