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 Post subject: Biased renders
PostPosted: Sun Feb 14, 2010 6:36 pm 
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Joined: Fri May 15, 2009 9:15 pm
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Location: Dallas, Texas
Some random renders, did not feel the need to start a new thread for each, so I will just throw some out there.

As the heading suggests these are all biased renders, I was playing around with the Sketchup exporter, which thanks to Tomasz is awesome.
I did all my texturing in Sketchup (Thea material editor), some have DOF which I also used the Thea plugin for SU to select (focal points), I have some with bloom (just for Richard :mrgreen: ) and some with Vignetting, all options within Thea.

Most renders are very large and have been reduced for posting, makes it easier for those on laptops to navigate, there is NO post processing (so these are RAW renders)

I use an i7 940, 12gb ram, Nvidia 280


Harley V-rod, Biased, DOF and Bloom, 11m 43

Attachment:
harley v rod. 11m43s bloom.jpg
harley v rod. 11m43s bloom.jpg [ 252.78 KiB | Viewed 1696 times ]

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 Post subject: Re: Biased renders
PostPosted: Sun Feb 14, 2010 6:39 pm 
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Biased, DOF, vignetting 16m 56s

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BSD rv332 16m56s.jpg
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 Post subject: Re: Biased renders
PostPosted: Sun Feb 14, 2010 6:42 pm 
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Location: Dallas, Texas
31m 47s, DOF, light emitting materials, ibl lighting.

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mustang2 bsd 31m 47s.jpg
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 Post subject: Re: Biased renders
PostPosted: Sun Feb 14, 2010 7:20 pm 
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Joined: Wed May 20, 2009 10:39 pm
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Location: New Zealand
O.M.G.!

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 Post subject: Re: Biased renders
PostPosted: Sun Feb 14, 2010 8:47 pm 
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Hi Solo,

could you re-render my bathroom scene - I think it would be nice comparison of render methods - times and quality :)


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 Post subject: Re: Biased renders
PostPosted: Sun Feb 14, 2010 9:04 pm 
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noro wrote:
Hi Solo,

could you re-render my bathroom scene - I think it would be nice comparison of render methods - times and quality :)


BTW: gr8 renders.


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 Post subject: Re: Biased renders
PostPosted: Sun Feb 14, 2010 9:49 pm 
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Joined: Mon May 25, 2009 10:16 pm
Posts: 24
Location: Brasil
Ya, The program is so good indeed. . . and your work too.. Keep going.

T

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 Post subject: Re: Biased renders
PostPosted: Sun Feb 14, 2010 9:59 pm 

Joined: Tue Jun 02, 2009 9:04 am
Posts: 12
I've been lurking there for some time and I was mostly amazed by quality of renders, but there were times I felt some render areas had a "tint" of plastic surface (while technically it was different material). For example, the back of Solo's car, in area where reflection of ground is, the surface is more matte comparing to the rest - especially the car's top with reflection of surrounding - it's more metallic to my liking.

But then again, it could be setting of lighting..

Anyway, I've got few questions regarding depth of field. Does Thea allows to render z-depth maps for post-processing? How much times differs when you're using Thea's DOF and not using?


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 Post subject: Re: Biased renders
PostPosted: Sun Feb 14, 2010 10:08 pm 
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Location: Dallas, Texas
Tonic.

Very difficult to explain, it has to do with my setup, I'm using a curved mesh for a studio and IBL lighting, so there will be areas that reflect the white studio and others that reflect the IBL reflection map, depending on angle of reflection

DOF has a very slight effect on rendering times, there are also many quality parameters available like AA (for better quality blur) min and max which depending how set can effect the render accordingly.
And yes you can save out a depth map.

Noro,
I have deleted the Thea save file with all my settings, I still have the SU model. Not sure when i will get around to repeating the scene again, why not do it yourself? the open beta is being released very soon...

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 Post subject: Re: Biased renders
PostPosted: Sun Feb 14, 2010 11:16 pm 
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Joined: Mon May 11, 2009 9:11 pm
Posts: 181
Location: Sydney Australia
Hey Pete

Thanks for think of me again!!!

Mate the second image!!! WOWOOIWOWOW!!! Aussie for - STUNNING MATE!

I'm starting to wonder if Thea actually needs an unbiased option now at all!

@ Tonic - mate I think a lot of plastic looks came from roughness being added to metals in lieu of bump maps, roughness to metals always turns them to a plastic! BTW car paint unless it has an introduced metal fleck or metal coating layer is pretty much a plastic?

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