PDRA's renders

Our forum gallery for displaying your finished renders.
PDRA
Posts: 48
Joined: Fri Sep 27, 2019 8:49 pm

Re: PDRA's renders

Post by PDRA » Mon May 18, 2020 10:58 pm

Hi guys!
I finally finished the sequence I wanted to make!
Render exterior centenario 1.jpg
Render exterior centenario 2.jpg
Render exterior centenario 5.jpg
Render exterior centenario 6.jpg
Render exterior centenario 9.jpg
Render exterior centenario 10.jpg
You will find more images in the following links
Behance
Artstation
Blenderartists

Thank you all for the help you gave me! I couldn't solve some of the issues yet but I may solve them in the next project.
I hope you like it!

PDRA
Posts: 48
Joined: Fri Sep 27, 2019 8:49 pm

Re: PDRA's renders

Post by PDRA » Fri Aug 28, 2020 3:01 am

Hi!
I wanted to post here the final images of the last series of renders I did with Luxcore! :D
1.jpg
2.jpg
3.jpg
4.jpg
5.jpg
6.jpg
Also I would like to give some comments/feedback of things I bumped during this project that would be great if considered in future versions of this amazing render engine

- I had some problems with the triplanar nodes. When I first tried, they seem to create some weird effects in the textures, and I noticed that by setting the images to "box" projection (either for "classic" textures as well for normal maps) it worked correctly/much better rather than using those nodes. I believe I'm missing something with them but at first sight, they seemed redundant to me. However, a slider of the overlap factor of the triplanar projection would be great to have.
- As I mentioned in a recent post I made, it would be great to have a more intuitive gradient node. Gradients are imho an essential part of many visualization fields. As it is right now, it is complicated to have control over them.
- The "random per island" node would be great if it can recognize UV islands as "separate" parts of the same entity.
- I couldn't use the anisotropy option (in the brake disks) because it required an specific UV map to work. In the case of this object is almost "impossible" to create that UV map as the geometry have holes and makes it very hard to be unwrapped into the expected way for it to work. A similar approach to systems like the one cycles uses would be cool to have.
- I insist in having a a falloff/fresnel control node :P For the car paint I used a combination of the "carpaint" shader (as base material) + "glossy coating" one to control the fresnel effect by an IOR number of the coating layer. The car paint last layer is way to reflective in surfaces that are perpendicular the viewpoint and they can be only increased or decreased as an overall effect. By disabling the effect of this last layer and combining it with the coating node (and setting its IOR to a low number like 1.2-1.4) I was able to create, what I believe a more convincing looking carpaint material. Anyway the falloff node would not only be useful for this effect but for many others as well.
- A "bevel" node would be great to control micro border roundness as well.

I would like to emphasize that I commenting this in order to give you my most humble feedback as this is, as I believe, a way to contribute to this great project! I admire your capacity to translate all this rendering considerations into code!

Finally, you can find a bit more info in any of the following projects and a time lapse as well!!

Blender artists
Artstation
Behance
Youtube

Regards, saludos!
Pablo

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FarbigeWelt
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Posts: 983
Joined: Sun Jul 01, 2018 12:07 pm
Location: Switzerland
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Re: PDRA's renders

Post by FarbigeWelt » Fri Aug 28, 2020 8:35 am

PDRA wrote:
Fri Aug 28, 2020 3:01 am
Hi!
I wanted to post here the final images of the last series of renders I did with Luxcore! :D
....
I would like to emphasize that I commenting this in order to give you my most humble feedback as this is, as I believe, a way to contribute to this great project! I admire your capacity to translate all this rendering considerations into code!

Finally, you can find a bit more info in any of the following projects and a time lapse as well!!

Blender artists
Artstation
Behance
Youtube

Regards, saludos!
Pablo
Hello Pablo
What nice piece of work :!: : Futuristic Car of a Progressive Alien in a spaceship's perfect clean cargo.
I like the way you render keeping some noise left.
Indeed an impressive car paint and nice detail on head lights' clear polymer. :lol:

Regards
Keep having fun!
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
Windows 10 Pro 64 || 2x16 Cores, AMD Ryzen 3950X @3.5GHz, 64 GB RAM, DDR4 @3.2 GHz
2x openCL, AMD Radeon RX 5700 XT, 8 GB VRAM || Gfp = SFFT Gflops

PDRA
Posts: 48
Joined: Fri Sep 27, 2019 8:49 pm

Re: PDRA's renders

Post by PDRA » Fri Aug 28, 2020 4:28 pm

FarbigeWelt wrote:
Fri Aug 28, 2020 8:35 am
Hello Pablo
What nice piece of work :!: : Futuristic Car of a Progressive Alien in a spaceship's perfect clean cargo.
I like the way you render keeping some noise left.
Indeed an impressive car paint and nice detail on head lights' clear polymer. :lol:

Regards
Keep having fun!
Thank you FarbigeWelt!
Love that title, you definitely got the concept behind this series!
Yes, I always try to keep (or even add) some noise in the images in order to consider those imperfections that are recognizable in real photos (ISO noise).
Carpaint came out really well, I feel this preset is the one I will keep using for next project, and, yes, I used the thin film option for headlights :D

PDRA
Posts: 48
Joined: Fri Sep 27, 2019 8:49 pm

Re: PDRA's renders

Post by PDRA » Fri Sep 18, 2020 10:07 pm

Blender Nation asked me to do a behind the scenes of my latest project!
Here is a link to the article I wrote :)

https://www.blendernation.com/2020/09/1 ... -full-cgi/

Hope you like it

Saludos,
Pablo

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Sharlybg
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Posts: 2296
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: PDRA's renders

Post by Sharlybg » Sat Sep 19, 2020 12:39 pm

PDRA wrote:
Fri Sep 18, 2020 10:07 pm
Blender Nation asked me to do a behind the scenes of my latest project!
Here is a link to the article I wrote :)

https://www.blendernation.com/2020/09/1 ... -full-cgi/

Hope you like it

Saludos,
Pablo
That is a well wrote article with lot of good insights about your workflow.
I also have a déjà vu(familliar) feeling about the way your personnality is leaking
throught each sentence and working proccedure.
Also taste and interest in life are very speaking to me : (Electric cars / New tech / Sci fi movie / Philosophy)

Well done !
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA

PDRA
Posts: 48
Joined: Fri Sep 27, 2019 8:49 pm

Re: PDRA's renders

Post by PDRA » Sun Sep 20, 2020 12:49 am

Sharlybg wrote:
Sat Sep 19, 2020 12:39 pm
That is a well wrote article with lot of good insights about your workflow.
I also have a déjà vu(familliar) feeling about the way your personnality is leaking
throught each sentence and working proccedure.
Also taste and interest in life are very speaking to me : (Electric cars / New tech / Sci fi movie / Philosophy)

Well done !
Thank you Sharlybg for your comment!
It is really cool you give it a read and to hear you liked it!
It is also great to know we share the same interests :D

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