Maxwell Render

Maxwell Render Information Repository
It is currently Sat May 25, 2013 2:54 pm

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 215 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15  Next
Author Message
 Post subject:
PostPosted: Mon Apr 20, 2009 2:40 pm 
User avatar

Joined: Sat Feb 24, 2007 11:50 pm
Posts: 7340
Location: Tulsa, Oklahoma
Only use instancing in cases where you need to because of a limited amount of RAM. It will definitely render slower using instances. It's a trade off.

Edit: Nice tree!

_________________
Brian Looney
Maxwell + RealFlow
http://lunatic-studio.com/
Help! I'm dispersing into a haze of probability!


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 20, 2009 3:33 pm 

Joined: Mon Jan 16, 2006 1:44 am
Posts: 1033
Location: Zürich
a bit weird though, that instancing slows the render so drastically.

the tree is indeed nice! the leafs look partly transparent. is this intended or am I seeing something wrong?


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 20, 2009 6:21 pm 
User avatar

Joined: Fri Apr 15, 2005 11:39 pm
Posts: 561
Location: Scottsdale Arizona
Thanks guys,

Hi Brian,

If I only have a few of them in a project, I do not instance them.

Hi Kami,
I'd say they look tranparent due to the make up of the Mesquite leaf. The leaves are made of tiny leaflets. Hers is my clip map I made from one of my Mesquites.

Image

Aaron

_________________
dual quad E5320's (1.8 ghz) (14.88 ghz total)
S5000 XVN SATA MOBO, 12 gigs of ram
win xp pro x64
Core i7 920 (2.66 ghz each core) 20 gigs of ram
Windows 7 Professional
Form-Z, Blender, VUE 9.5 and Maxwell Render
http://www.aaronsmithey.com


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 21, 2009 12:18 am 
User avatar

Joined: Mon Apr 11, 2005 9:24 am
Posts: 1027
Location: Sydney, Aust
I also thought the leaves looked overly transparent!

If this is your clip map I can see why, not being b/w (0/255) you are getting this excessive transparency through the leaves.

I trialled some leaf tests with even lesser transparency, although one leaf with sun through may look sweet, when they overlay each other the foreground leaves in the shadow of background leaves still have excessive light through and looks wrong!

_________________
Move your arse and your mind will follow!


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 21, 2009 1:06 am 
User avatar

Joined: Fri Apr 15, 2005 11:39 pm
Posts: 561
Location: Scottsdale Arizona
That's just the image map I posted here. The clip map is constructed properly as an mxm with a b/w clip map. If I render this leaf by it's self it looks perfect with no transparency. It looks transparent because the leaflets are so tiny.

_________________
dual quad E5320's (1.8 ghz) (14.88 ghz total)
S5000 XVN SATA MOBO, 12 gigs of ram
win xp pro x64
Core i7 920 (2.66 ghz each core) 20 gigs of ram
Windows 7 Professional
Form-Z, Blender, VUE 9.5 and Maxwell Render
http://www.aaronsmithey.com


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 21, 2009 1:24 am 
User avatar

Joined: Mon Apr 11, 2005 9:24 am
Posts: 1027
Location: Sydney, Aust
Cool!

But wow they seem so! I did read a thread the other days regarding use of tiffs as clips instead of jpgs as jpgs have artifacts of grey around the edges. On small leaves I've found a considerable difference!

Could it be possible at a distance pixel blending given the leaflets are so small the edges are being more blurred?

I too have found with Onyz I could spend a day trying to get a usable tree and still not be overly happy!

I've started some trials doing my own from scratch.
Image

_________________
Move your arse and your mind will follow!


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 21, 2009 1:30 am 
User avatar

Joined: Fri Apr 15, 2005 11:39 pm
Posts: 561
Location: Scottsdale Arizona
Richard,

I did use jpeg's so maybe I will try tiff's to see if it makes a difference. I like your leaf image. Thanks for the tip.

Aaron

_________________
dual quad E5320's (1.8 ghz) (14.88 ghz total)
S5000 XVN SATA MOBO, 12 gigs of ram
win xp pro x64
Core i7 920 (2.66 ghz each core) 20 gigs of ram
Windows 7 Professional
Form-Z, Blender, VUE 9.5 and Maxwell Render
http://www.aaronsmithey.com


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 21, 2009 8:41 am 

Joined: Mon Jan 16, 2006 1:44 am
Posts: 1033
Location: Zürich
you could also try using a second transparent layer with a weight map. this method is less error-prone.

I didn't know, that they have tiny leaflets. This explains the transparency. I need to check out some reference photos, trees like that don't exist, where I live ;)


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 26, 2009 3:49 pm 
User avatar

Joined: Mon Apr 18, 2005 10:51 pm
Posts: 1497
Location: Germany
Hi,

I use Rhino and Rhino isn't good for high polycounts. My luck, I found the trees from www.VBvisual.com - I bought vol.1. The renderings at the webside dosn't looks so promising, because the quality lack of the used render engine, but I'm quite happy with the low poly trees...

Image
Image

The polycount is max 8000 per tree. Disadvantages: the price of the bundle is quite high and the textures are in TGA format only, but after converting to PNG and some color adjust it's fine for me. Only conifers are missing. I bought the DOSCH conifers, but that was a big mistake. Doe's somebody know a good resource for low poly conifers?

Alsoa low poly tree collection can be found from Marlinstudios:
http://www.marlinstudios.com/products/t ... efarm.html
But the collection seems to be based on phantasy trees, not real species:
http://www.marlinstudios.com/samples/samptreefarm.htm
And the top branches goe's upwards most - strange.
Doe's somebody used this trees?

_________________
Rhino3D and more - 3D visualisation for designers and architects ... my gallery ... Freelance. ... www.simulacrum.de


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 26, 2009 4:07 pm 
User avatar

Joined: Sat Feb 24, 2007 11:50 pm
Posts: 7340
Location: Tulsa, Oklahoma
Those trees you showed look pretty good from a distance. They look like they would be good to use as background distant trees.

_________________
Brian Looney
Maxwell + RealFlow
http://lunatic-studio.com/
Help! I'm dispersing into a haze of probability!


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 26, 2009 4:34 pm 
User avatar

Joined: Mon Apr 18, 2005 10:51 pm
Posts: 1497
Location: Germany
Here an example in near distance.

Image

_________________
Rhino3D and more - 3D visualisation for designers and architects ... my gallery ... Freelance. ... www.simulacrum.de


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 26, 2009 6:50 pm 
User avatar

Joined: Sat Feb 24, 2007 11:50 pm
Posts: 7340
Location: Tulsa, Oklahoma
Not bad... Do they use large clipped planes with multiple leaves?

_________________
Brian Looney
Maxwell + RealFlow
http://lunatic-studio.com/
Help! I'm dispersing into a haze of probability!


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 26, 2009 8:06 pm 
User avatar

Joined: Mon Apr 18, 2005 10:51 pm
Posts: 1497
Location: Germany
This are the textures (different sets for different seasons):

Image

I'm very curious which software was be used to create the trees.

_________________
Rhino3D and more - 3D visualisation for designers and architects ... my gallery ... Freelance. ... www.simulacrum.de


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 27, 2009 8:43 am 

Joined: Mon Jan 16, 2006 1:44 am
Posts: 1033
Location: Zürich
those trees indeed look very good. your rendering as well!
the only problem rhino has with large polycount is, that the viewpoint gets extremely slow. That's at least what I experienced... Is this the same problem you've got?


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 28, 2009 9:14 am 
User avatar

Joined: Mon Apr 18, 2005 10:51 pm
Posts: 1497
Location: Germany
Yes, I know the slow down problem, but I found, working with meshes instead NURBS helps a lot to keep the RAM usage low and the viewport fast. So, for complex scenes I create meshes and keep the NURBS in an additional file.
MoI fast create homogeneous low poly meshes from NURBS. I wrote two little buttons scripts for exporting NURBS to MoI and reimport the mesh, so,the workflow is quite good.

_________________
Rhino3D and more - 3D visualisation for designers and architects ... my gallery ... Freelance. ... www.simulacrum.de


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 215 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15  Next

All times are UTC + 1 hour [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group