You are currently browsing the monthly archive for November 2012.
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.
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.
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).
Here’s the original render file
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.
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.
Test animation for 120 rendered files using blender internal.
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
AFTER: Using Blender’s Compositing Nodes.
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:
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:
Direct Lighting setting:
Here’s the Photon Mapped render:
Photon Mapping setting:
For added effects I composite the photon mapped exr image file in Blender by adding glow.
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.