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Here’s the latest with the ship attached (my own version).

The Blender’s modifiers are the fastest way to model this head.

Added color materials, and rendered in Cycles

Rendered in cycles with compositing

Other views:

Side view

I think I’m done with the head…time to model the body.

Using the same scene from my previous render, and this time in Blender’s Cycles. It’s a different setting of materials or nodes compared to YafaRay, and produce much cleaner shadow unlike what I’m seeing in YafaRay. The only drawback–it takes time to render in higher samples so I just let it render overnight. I wish Cycles have the speed of Luxion Keyshot.

Rendered in Cycles (10hr) with compositing

After a series of test between Maya and Blender, I like the way Blender works in modeling. The use of modifiers is an advantage tool. The head model is a combination of mirror, bevel, edge split, solidify, and subdivision surface, thus not affecting the actual geometry or topology I created that at anytime I can go back to the former geometry. Remembering the shortcuts or hot keys are easy because of the first letter it represents like the letter E in extrude , I for inset, R for rotate, S for scale, and many more.

Here’s the sample, my own version of Mazinger head (I’m a fan of Mazinger Z). The ship on the head is incomplete.

Modeled in Blender using modifiers.

My only complain on Blender are the windows. It’s like a stack of cards without a minimize tool. Anyway, the only way to take out one window is to right-click between the windows and a notification will appear for suggestion whether to join or split, after that an arrows appear to click.

Modeled,rigged in Blender, and rendered in Luxrender (don’t know how long, probably 9 hours in on/off resume rendering).

With additional compositing

Here’s the original render file

Original render

Here’s the rig test animation rendered in Blender Internal

Diamond IOR 2.417, with HDRI environment. Rendered in Cycles at 1hr on 1500 samples, using exr file on compositing inside Blender.

With added glare effects in compositing.

Sample model rendered in Cycles

Not bad… I easily understand the rigging process in Blender and lots of shortcuts. The problem with this model were made of separate objects, unlike one whole skin.

Clip from animation

Test animation for 120 rendered files using blender internal.

I modeled this in Blender based on the Japanese Robot Getta or Getter. Well, not an exact replica. Gonna test how to rig, if much easier than Maya.

In almost 3 months of learning, I guess UV mapping in Blender is much easier to understand than in Maya’s UV, but modeling is a plus for me in Maya when it comes to polygons, bridge loops, and adding vertices. What lacks in Maya is the inset tool in Blender.

BEFORE: Original render in YafaRay

Lighting Method: Photon Mapping

AFTER: Using Blender’s Compositing Nodes.

Rendered after composite in Blender

Testing IOR of 2.417 in Blender material, rendered in YafaRay Direct lighting with HDRI environment.

UPDATE (March 10, 2016):

Software: Blender 2.76b
Here’s a new render sample from the new YafaRay render engine, YafaRay-E v2.1.1.
Somehow, the old YafaRay Blend file doesn’t render, and the affected settings are the World, and the Area lights. Anyway, the conversion was easy.

Blend File: Diamonds Blender File

Sample render from YafaRay-E v2.1.1:

diamondyafa

At first, I tested the Indigo and Luxrender using the glass materials, and it takes ages to render. They are great renderers, and with YafaRay with the right settings, it can also create great images, and fast.

The glass mugs are modeled using Blender and here’s the Direct light setting for me:

Type of lighting method: Direct Lighting with the default AO color at 32 samples, rendered in 13min, size: 960 x 540 pixels (Mac Mini mid 2010 model)

Direct Lighting setting:

Direct Lighting setting for Glass Mugs

Here’s the Photon Mapped render:

Lighting Method: Photon Mapping, rendered in 1hr 55 min.

Photon Mapping setting:

Photon Mapping setting for my glass mugs

For added effects I composite the photon mapped exr image file in Blender by adding glow.

Blender compositing using glow effect in a Blur node.

Therefore, the Direct Lighting can also produce nice render in a fastest time with the right AO settings, and less noise. The Photon Mapping method is more of a bouncing light, thus produce more realism imagery.

November 2012
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