• Lucid Dreaming - Dream Views




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    1. #1
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      Parts of it are raytraced, parts of it are Z-buffered.

      I do my rendering in Blender, I have an "Ask me about 3D modeling" thread in the ask me / tell me forum if you have questions about how to do something. Go ahead and ask, I love babbling on about that stuff.

      That scene took about an hour to build, and the frame took about 3 minutes to render, but that's a very simple one with only one light source. More lights = more time.
      Last edited by ninja9578; 10-21-2008 at 11:46 PM.

    2. #2
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      Can blender do volumetric lighting?

    3. #3
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      For some reason only with the spotlight. Please post questions about rendering / blender in my thread in ask me / tell me. Questions about the renders themselves here

      It can be simulated by putting a spotlight way in the distance so the light hits the scene in an almost parallel way, but usually I just put it in the skydome, which I create with Terragen, which does do volumetric lighting.
      Last edited by ninja9578; 10-22-2008 at 01:20 AM.

    4. #4
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      Did a space scene tonight, a frame of a 30 second animation. Took about 8 minutes, I'm not sure why, there's very little geometry in it.


    5. #5
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      Here's one that I really like. I did it for practice with fuzzy reflections (the tiles,) refraction (glasses,) subsurface scattering (the fruit,) and translucent / coloured shadows (wine and beer.) Took 8 hours to fully render, let me know what you think.


    6. #6
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      Fruit looks a bit metallic, and the glossiness is also a bit too powerful. I like the refractions and the liquids. Modelling isn't terrible good, I'd make the glasses way thinner, specially the wine-glasses. Texture for the tiles is kinda too blurry. I would've just used a plain gray texture with a light bumpmap causing dent like features.

      Also, regarding the fruit, what do you mean by subsurface scattering? It looks like a bumpmap to me.

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      Lost count of how many lucid dreams I've had
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    7. #7
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      There's both bump mapping and subsurface scattering on the fruit. I probably should have added subsurface scattering to the red wine and beer too The tiles are just normal mapped, no colour textures at all, you can tell by the reflections off of it.

      EDIT: Did you mean what is subsurface scattering? SSS is used for objects that are semipermeable to light. When light enters something like the rind of an orange it goes into it, bounces around, and then goes back out in a random direction. That's why if you hold an orange up to the light you can see the rind glow, even if the light isn't directly behind it. That's SSS.
      Last edited by ninja9578; 11-11-2008 at 11:00 PM.

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