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I downloaded this file to test the V-Ray Materials and light set-up. It’s not easy at first because the original materials were set on Cycles, so I have to start from scratch. The original textures are included except the wooden floor which I replaced another. The original model can be seen here

Rendered in Cycles with Compositing

The original file rendered in Cycles.

The original file rendered in Cycles.

Here’s my V-Ray render with Compositing

Rendered in V-Ray (21min)

Rendered in V-Ray (21min)

I’m testing how the solid mesh (monkey) affect the solid texture (photos of leaves and man) with an alpha channel using the Blender’s Cycles (ver 2.64a) renderer. Using the sun as a light source with 0.003 size. Other renderers like YafaRay have a strange shadow when it comes to alpha channel.

Sample scene set-up:

Sample scene

Sample scene

Here’s the material setting for the alpha channel (after the uv mapping)–same setting for the man’s texture.

Material setting for the alpha transparency.

Material setting for the alpha transparency.

Sample render in Cycles:

Sun's position above, using .003 size for the shadow.

Sun’s position above, using .003 size for the shadow.

Changed the sun’s position:

over-exposed.

Well, it’s over-exposed.

Lowered the exposure in the renderer:

Lowered the exposure to 0.20 in the renderer.

Lowered the exposure to 0.20 in the renderer.

With the right lighting and shadows, adding people in the 3D environment is a nice addition.

More testing to come…

Here’s the latest sample, adding a new body (my version).

Different renders:

Rendered in Cycles

Rendered in Cycles

 

Rendered in YafaRay

Rendered in YafaRay with added compositing in Blender

Rendered in Luxrender

Rendered in Luxrender

Next is to rig the whole body like I did in Getta.

Update:

Another sample, increased the material reflection.

Another sample, increased the material reflection.

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

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.

Here’s a sample of strawberries I created in Blender; using the same textures from my previous post, but created new polygons.

Rendered in Blender’s Cycles–56min. (960 x 720 pixels) with depth of field, 400 passes.

From the latest release of Blender (2.64a), I haven’t tried an alpha mapped texture in Blender– if the renderer to use is Cycles. Adding a texture, like a strawberry leaf (from my previous experiment with Maya), contains an alpha channel (certain areas that are transparent). It’s easy to implement in Maya (tested on mental ray renderer), after the uv mapping,– add texture, and the bump map for additional effect, then render. But in Blender’s cycles, it’s a different approach. It took me hours to figure out how to render the transparent (alpha) effect in cycles because of the lack of available documentation–all of my renders are just patches of black geometry from the strawberry leaf.

> A simple geometry created in Blender

Modeled from sphere geometry

> Added textures in uv mapping

Added textures, the upper leaf is a duplicated texture from the lower leaf.

> thus produced this effect

Rendered in Cycles

> using the group instances, is a nice tool to mirror the original polygons, and minimize the file size of the scene

Find the original object

Update: Here’s the setting I found out on how to use the transparency setting (alpha) on Blender using the Node editor (Compositing). Just select the polygons (you can see in the picture) to see the materials, and attach the alpha to the fac of the mix shader.

Select the uv mapped polygons to see the materials in the node editor.

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