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Published: 2010-02-14 14:28:37 +0000 UTC; Views: 887; Favourites: 14; Downloads: 29
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Description
Second image of my Spectral Contrast Series.Now I know why the core of Maya should be redone. Bending 3 + millions of polygons is a pain in the ass.Memory usage was around 5 GB.
3,000,000 sounds much but I may be also will do a detail render without visible polygons.
Also I wanted to render it at 3200x2400 px, however my machine crashed that nite for whatever reason. So here's only a 1600x1200 render.
I guess I'll re-render at 3200x2400 soon, but will make a wallpaper-pack out of that.
At first I also wanted to render it with maxwell, but this scene contains physical uncorrect elements that maxwell wont do.
For example there's a light behind the "floor" plane to lit the object from behind.
Rendering took 2h 25m (i7 860, 8 GB), I did not count the FG/Caustics emission time, tho. But must be somewhat around 1 hour.
Some post-processing (glow, color correction) done with Digital Fusion.
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Comments: 10
aaronfang-art [2010-02-15 05:06:11 +0000 UTC]
Nice render!! About the limitation of Maya,have you tried to separate this in to several parts,then bend them individually. That will be more controllable in my experience.
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hellstormde In reply to aaronfang-art [2010-02-15 07:48:56 +0000 UTC]
I hadn't an aim in my mind for the final shape so I have done everything pretty linearly until I came to this result.
I guess I could have also done this shape without using the bend deformation modifier.
But I also guess it's a rather rare situation where you have to bend a 3-million-polygon-mesh
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evastrev50 [2010-02-14 19:24:23 +0000 UTC]
how did you do the color changes is it a texture map with transparency or something different ?
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hellstormde In reply to evastrev50 [2010-02-14 20:45:33 +0000 UTC]
It's a mia_material_x with plain white diffuse, reflection and transparency map, as well as 100% transparency. The color fade is done with a ramp shader put into the "fade to color" slot of the mia_materials's max. refraction distance option. That's some kind of distance-dependend light absorbance (color) value while the light travels through the glass medium.
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evastrev50 In reply to hellstormde [2010-02-14 23:18:09 +0000 UTC]
thats awesome i never thought of using the ramp for anything other then reflectivity thanks for that i will definably have to try this. thanks for telling me the process.
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hellstormde In reply to evastrev50 [2010-02-15 07:44:55 +0000 UTC]
The ramp shader is really neat for many things. You can also remap other textures by their luminance value.
It's very useful in connection with the noise or fractal shader. So you can control the noise intensity and color distribution very accurate.
You can clamp the noise values also with it.
Or put the ramp shader into the anisotropy rotation slot of a shader and set the ramp type to radial. So you can easily create a circular brushed metal.
This shader is really good for many things
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