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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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Geti
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« Reply #2920 on: July 06, 2014, 10:17:43 PM »

And again, someone convinced me to do a second pass.



Again, I think it was worth it. Gotta stop being impatient with this stuff, I get tired of it quickly because of the long render times to check small changes but that reflects badly on the result.
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Jad
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« Reply #2921 on: July 07, 2014, 12:00:48 AM »

There you go! I was thinking the speculars should be sharper and brighter, and there you went and fixed it yourself!
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Geti
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« Reply #2922 on: July 07, 2014, 12:42:56 AM »

Yep, it's tricky to get some of those idealised effects with a raytracer sometimes because you need the lights positioned right, and a lot of it depends on surface shape, roughness, etc - the ice changes were part lighting, part material and part modelling; the changes on the glass and whiskey were 100% brought about by better lighting - the model and material didn't change at all.

I actually constructed a rudimentary flash snoot around a light to help keep the lighting sharp with a soft aperture - this kind of rendering feels more like photography than painting, that's for sure, haha.
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The Translocator
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« Reply #2923 on: July 11, 2014, 10:39:17 AM »

If you make a full game with that kind of attention to detail Geti...  Hand Money Left Crazy Hand Money Right
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Geti
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« Reply #2924 on: July 11, 2014, 03:50:31 PM »

Sadly with the current state of rendering technology it would need to be pre rendered, real time path tracing isn't there yet afaik. I can apply the attention to detail side of things to more primitive rendering tech of course but a lot of the nice parts of that image come from the refractions, reflections, soft shadows and caustics.

There has been some demo scene stuff done with real time path tracing in distance fields that could help with some of those but doesn't allow normal modelling techniques.

Very glad you like it, though, haha
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gimymblert
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« Reply #2925 on: July 11, 2014, 04:03:08 PM »

You mean like that?
http://graphics.cs.williams.edu/papers/DeepGBuffer14/
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Geti
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« Reply #2926 on: July 11, 2014, 11:28:40 PM »

I had something more like this in mind (check pg21 onwards, this is from 2008 - you can do this stuff realtime now depending how much fidelity you want). I did some playing around with this stuff a while ago on the CPU, it's fun being able to perform mathematical deformations on geometry - though of course it's a reasonably fundamental "jump" in rendering tech.
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gimymblert
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« Reply #2927 on: July 12, 2014, 11:49:08 AM »

thanks for that links too  Beer!
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Geti
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« Reply #2928 on: July 12, 2014, 05:04:01 PM »

No worries, check out that guy's whole site it's fantastic.
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RidiculousJohn
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« Reply #2929 on: July 17, 2014, 12:10:34 PM »

Oh this thread will be my home!
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Henry_Oswald
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« Reply #2930 on: July 17, 2014, 09:37:54 PM »

Welcome John. Welcome, and be loved.  Shocked
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« Reply #2931 on: July 17, 2014, 11:53:29 PM »

Welcome John. Welcome, and be loved.  Shocked
aaaannnnddd now I suddenly changed my mind. Just kidding! I love 3D work and making models.
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Pol
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« Reply #2932 on: July 26, 2014, 07:18:04 AM »



Related
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Geti
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« Reply #2933 on: July 26, 2014, 04:50:29 PM »

Not 3d art but I just realised new blender versions finally have an "are you sure you want to quit" dialogue if there are unsaved changes. Wooo/about time.
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RidiculousJohn
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« Reply #2934 on: July 29, 2014, 12:11:47 AM »

Not 3d art but I just realised new blender versions finally have an "are you sure you want to quit" dialogue if there are unsaved changes. Wooo/about time.
Whooo!
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Gryxitl
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« Reply #2935 on: July 29, 2014, 08:36:46 PM »

Making stuff for #rekt.  Having a great time working with PBR in Unreal 4.
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Pol
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« Reply #2936 on: August 03, 2014, 11:34:13 AM »



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« Reply #2937 on: August 03, 2014, 10:22:02 PM »





That's very interesting. How did you accomplish that shading if I may ask?
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Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
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« Reply #2938 on: August 03, 2014, 11:45:12 PM »

That's very interesting. How did you accomplish that shading if I may ask?

It's simply Unity's unlit shader, there are no actual shadows on these.
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« Reply #2939 on: August 04, 2014, 09:32:27 AM »

That's very interesting. How did you accomplish that shading if I may ask?

It's simply Unity's unlit shader, there are no actual shadows on these.
so smartly places textures.
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