Thursday, October 28, 2010

Caustics Render and X-mas Lights


Here is the best render of my Assignment 2 scene, with a surface shader plane illuminating the scene, global illum, final gather, and caustics. After that is my "TV glow" extra credit: glowing x-mas lights!

Glass Organelles

Here is the best render of the series with global illumination and final gather turned on, but without caustics. I didn't really like how sharply the illuminated plane reflected in the golgi and the lysosome (the bright glowing ball) was suppose to demonstrate a 2-sided blinn material but the glow intensity applied to the interior material blows out the outer material. I like it anyway, maybe this would make a better light source than the plane!

lighting assignment

Lighting assignment

all of these images are rendered with Vue with varying degrees of post work in photoshop.
they are all the exact same terrain with the exact same textures, just rendered with different atmospheres and lighting. some are rendered with ambient occlusion, some are rendered with global radiosity

the plant life images at the end are the same terrain with added ecosystems. they were rendered with global radiosity (similar to final gather) with little photoshop work done, so they are closer to what would appear straight out of the vue native render


















(hour and a half render time at 800x600 resolution)


Assignment_2 Chris Bohlen

Final Gathering/ Global Illumination:



Final Gathering Plane Light Source:



Occlusion Pass:



Mental Ray/ Raytracing:



Maya Software/ Raytracing:



Caustics_1:



Caustics_2:



TV lighting 1 (Extra Credit Attempt):



TV lighting 2 (Extra Credit Attempt):

Tuesday, October 19, 2010

Assignment 3

32 bit float .exr rendering, tone mapping, linear workflow, gamma correction R&D tests

over the last few weeks i have been researching linear workflow and have been attempting to
recreate HDR photography using mental ray rendering. without getting too much into
it-



simple test using a dialectic material & simple gamma correction
8 bit result, no post

32 bit HDR tone mapped result-



practical example of indoor lighting scenario (lit with MIB blackbody physical area lights)
8 bit result, no post-


32 bit hdr render (looking at it now it looks a bit underexposed and probably too much detail added in the HDR toning, but its just a quick test so screw it


quick and dirty color corrected final result-


and these look terrible online because they have been overcompressed





Thursday, October 14, 2010

vessel in progress

So I'm able to render out of Maya Hardware in general,





but the computer crashes if this last piece of modeling is visible in the frame. I'm still working on a plan for that.