Author Topic: Photshop/Blender/Zbrush/Artwork  (Read 9258 times)

so this is like a noticeably big bump but its only on the third page so whatever

sometimes when im bored i like to play music then make an image based on what i hear. these are a couple i just did:




the last ones song was Funky Notes - Never Knew

i kinda wish i coulda done more :(


wow that's awesome, one of my summer camp instructors has a son that works at dreamworks

also i love the color and emphasis on this
« Last Edit: December 28, 2013, 11:03:00 AM by lolz?? »

Album art for my latest musical piece:


Was originally a picture of Mars.

so this is like a noticeably big bump but its only on the third page so whatever

sometimes when im bored i like to play music then make an image based on what i hear. these are a couple i just did:
-snip-

the last ones song was Funky Notes - Never Knew

i kinda wish i coulda done more :(
Those are all really cool!I find my inspiration through music as well but what you did took it to a new level. congrats on the work.

Here is a bunch of new work, both 3d and photography. The photos are HDR.






« Last Edit: January 06, 2014, 07:12:03 PM by Dwarf »

those are cycles so did they take like 5 hours to render

those are cycles so did they take like 5 hours to render

2-5 hours average for all of them at 20000 samples and 7 bounces.

2-5 hours average for all of them at 20000 samples and 7 bounces.


Jesus christ...

Do you really need so many samples to get this quality?
Or is it because of all the light bounces?

2-5 hours average for all of them at 20000 samples and 7 bounces.
I read somewhere that you should never need any more than 2k samples on any Cycles render. I guess you're just supposed to mess with the setting enough to reduce the noise.

So played around with the bounces and number of samples to get something that was realistic in terms of lighting and enough samples that if you were to zoom in all the way there would be subtle variation between pixels and no noise at all. I found that 15k-20k would completely remove the pixilation. If you're rendering something with less resolution then you can down the samples by a lot. I've been making a spread sheet with all my results and when I'm done I'll post it and you can see some of the things I've figured out about cycles.

I've been making a spread sheet with all my results and when I'm done I'll post it and you can see some of the things I've figured out about cycles.

That would actually be really useful! Thanks dude.

Don't forget to post your hardware too.

honestly I don't see the point in having over 2k samples
like the only reason i would ever go above that would be if i was making a final render for a paid project but even then 20k seems quite high.

honestly I don't see the point in having over 2k samples
like the only reason i would ever go above that would be if i was making a final render for a paid project but even then 20k seems quite high.

Well, even at 2K if you zoom in there will actually be very slight pixel hue/color variation, So if you need absolutely pure colors then the only reasonable limit is the time its gonna take to render.

20K for 5 hours is actually pretty good, considering the sheer quality and perfection of the render.
I mean, you could just leave it on while you sleep, or when you go to school (what I personally did) and It's a final render so you won't (hopefully) be re-rendering it.

5 hours is pretty measly when you think about it.

honestly I don't see the point in having over 2k samples
like the only reason i would ever go above that would be if i was making a final render for a paid project but even then 20k seems quite high.

What D3ATH LORD said is very accurate and I'm going to add to it. The amount of samples depends on the resolution of the image. If you have a low resolution image let's say less than 1K pixels vertically or horizontally, then you probably don't need more than 1k or 2k samples. Also the amount and quality of the lighting and materials used will effect your samples as well. For a high resolution image you will need to up the samples to get a completely non pixilated image.

Samples also depend on the work you're doing. If you're making a HD resolution animation on your own then using 20k samples would be completely ridiculous. If you're making a single image or a few then it's worth the time to get the best result possible, especially if you're trying to make something that reflects the real world. If you're doing a quick test render then you'd want to really lower the samples. There's a bit more to it but some of the concepts are hard to explain. I'll be posting my results hopefully in this week and you can see for yourself what i"m saying.

I actually thought the two windows were some sort of photograph when I first saw it


blender artists is very demoralising to visit
and no i obviously did not make this