'luxball' Default Material Preview Scene

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Re: 'luxball' Default Material Preview Scene

Postby Dade » Fri Jan 08, 2010 7:29 am

xray wrote:Ok... and why (just for knowledge) ?


It would be easier to compare different materials if the image are rendered with some tonemap (i.e. linear with the same parameters).

Image

Is this image rendered with Luxrender ? Really :?: :o

I'm so clueless about the artistic/modelling side of computer graphics ;)
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Re: 'luxball' Default Material Preview Scene

Postby xray » Fri Jan 08, 2010 7:47 am

It would be easier to compare different materials if the image are rendered with some tonemap (i.e. linear with the same parameters).


Ok, I will have it in mind for the next one...

Is this image rendered with Luxrender ? Really


Mh, sure.
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Re: 'luxball' Default Material Preview Scene

Postby xray » Sat Jan 09, 2010 1:13 pm

I was again inspired by a thread I read some time ago on the indigo forum, they show there a simple technique to create objects like fence's out of simple 3d planes.
Here is a link to the thread: http://www.indigorenderer.com/forum/vie ... 4&start=75
If you scroll a bit down you will see a fence and an elephant which is created only out of a plane over blending and displacement. That could be really efficient
way to create such objects, and have at the same time a minimum of polygon count in your 3d app. I also wanted to try this in lux and it works quite perfect,
also that I don't used a fence but a hotplate.

luxplane.jpg


And here is result in lux:

hotplate.jpg
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Re: 'luxball' Default Material Preview Scene

Postby Poncho » Sat Jan 09, 2010 4:47 pm

Can you make some more pretty images, xray? I like them! :D
Cheers!
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Re: 'luxball' Default Material Preview Scene

Postby psychotron » Sat Jan 09, 2010 6:06 pm

what to say.. I never used displacement maps cause of need of relatively hipoly meshes.. but it's worth definitively, that trick with mixed null material is great
must do some serious tests

when lord crc finish his micropoly displacement implementation I sure crap my pants.. :|
whole lot of possibilities :)
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Re: 'luxball' Default Material Preview Scene

Postby xray » Sun Jan 10, 2010 7:59 am

Can you make some more pretty images, xray? I like them!


Im happy that you like them, sure I will make some more :)

when lord crc finish his micropoly displacement implementation I sure crap my pants..


Could you explain what the difference between normal displacement and micropoly disp is ?
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Re: 'luxball' Default Material Preview Scene

Postby Lord Crc » Sun Jan 10, 2010 8:16 am

xray wrote:Could you explain what the difference between normal displacement and micropoly disp is ?


In microdisplacement the triangles aren't stored, they're generated on the fly. This will allow one to use a much higher subdivision level than normal, as the only tradeoff is lowered rendering speed. See this thread for more details. Hopefully I will have worked out most of the bugs soon :)
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Re: 'luxball' Default Material Preview Scene

Postby xray » Sun Jan 10, 2010 5:31 pm

@ Lord Crc: very interesting, seem to be that micropoly disp has a lot of advantages. But I still wonder how the information are stored, because in some way lux have to know of these polygons. Im interested how it is done mathematically, do you have a link to a specific description, or maybe it could be described in a few sentence here :?

By the way a meteor flew through my lux preview scene, what a luck that I got him :D

meteor.jpg
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Re: 'luxball' Default Material Preview Scene

Postby Lord Crc » Sun Jan 10, 2010 6:56 pm

xray wrote:@ Lord Crc: very interesting, seem to be that micropoly disp has a lot of advantages. But I still wonder how the information are stored, because in some way lux have to know of these polygons. Im interested how it is done mathematically, do you have a link to a specific description, or maybe it could be described in a few sentence here :?


Trying not get too off topic, but it's essentially like ray-tracing a heightfield. This is done by marching through the field, "generating" triangles based on the displacement map (ie the three points making up the triangle) as the ray is marched across the macrotriangle. Thus the memory requirement is about the same as for a regular triangle, and you only pay in speed depending on how finely the macrotriangle is subdivided.
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Re: 'luxball' Default Material Preview Scene

Postby xray » Thu Mar 04, 2010 6:29 am

fabric_pattern01_finished.jpg


What about creating a separate material forum where people can ask questions about mat's ?
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