Microbes

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Microbes // Image Gallery

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Post by transient // Dec 17, 2008, 10:46pm

transient
Total Posts: 977
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This is a little project I was working on to test out ts's multilyer rendering.


The interesting thing for me was just how powerful truespace's multilayer rendering can be for post work.


All I used in this image were the two furry germ renders and a trueparticles render - which was basically several trueparticles objects using a mesh as a base. For particles I used low-poly spheroids that I added a wiggedly modifer to, to give them more variety. I then used the view angle mask and a shadows mask on various layers and blend modes to create the final image.


All of the image data I used in this image is posted below. It's incredible how much you can do with so little using lightworks and gimp imo.:)


If you want to see how to use multipass rendering, especially the masks, I highly recommend Parva's multipass video. I used Prodigy's grass tutorial to make the background particles.

Post by transient // Dec 17, 2008, 10:47pm

transient
Total Posts: 977
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Here are the masks I used. The first is view angle, and the second is shadows.

Post by Emmanuel // Dec 18, 2008, 2:45am

Emmanuel
Total Posts: 439
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Very nice job Transient ! :banana:

Thanks for sharing your tips ;)

Post by Mr. 3d // Dec 18, 2008, 2:56am

Mr. 3d
Total Posts: 747
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How did you get such a nice furry texture in tS on your germs Professor ?!

Post by TomG // Dec 18, 2008, 3:00am

TomG
Total Posts: 3397
That's very cool! I like the background when its the original spheres too as a straight render, that looks neat on its own :) Multipass rendering does open up a lot of options. It takes a bit of a change in mindset to not try and squeeze everything into the one click of the render button, but it really is worth it - some effects are just much easier to achieve by rendering out in multiple passes than trying to get it working in one render pass.


Thanks!

Tom

Post by transient // Dec 18, 2008, 4:41am

transient
Total Posts: 977
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@Tom - Yes, I totally agree. With 7.6 you get brute force with vray, but I also like Lightworks's flexibility. It's been a tough learning curve, but worth it.


Since you liked the background, I've posted a couple of test renders of the particles alone below. I'm not sure what caused the artifacts in the blue one, but I think it happened when I extracted the mesh after a subd on the original sphere particle. It's lit with one blue ibl light (the old-school kind). It took ages to render but looks nice.


The second one is an early test with a darktree xray shader.


@Mr 3d - I used dribble's fur texture. I think this is worth the price of the plug-in alone. You could use vray's modeler fur, or 7.6's hair as well.


@emmanuel -thanks.:)

Post by TomG // Dec 18, 2008, 5:19am

TomG
Total Posts: 3397
Those are great, thanks for posting! I really do like that effect, must try it out myself sometime. I could see that being fun to render with various light set ups. And of course variations of the object used (eg tiny spheres, or cubes, or other shapes, etc).


Thanks!

Tom

Post by trueBlue // Dec 18, 2008, 6:35pm

trueBlue
Total Posts: 1761
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Very impressive Transient!

Post by Weevil // Dec 19, 2008, 12:04am

Weevil
Total Posts: 534
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That's some very nifty effects you've got there, nice work!

Post by Steinie // Dec 19, 2008, 7:27am

Steinie
Total Posts: 3667
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I'm itching to do a styrofoam balls render like that. (does that sound right?:rolleyes:) I really think the effect is awesome.

Is each ball a unique object? If so how did workSpace perform handling so many objects?

Post by transient // Dec 19, 2008, 1:16pm

transient
Total Posts: 977
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Each ball is unique.


I did this in 6.6. I normally work in wireframe mode, so it was workable. However, it's better to set up your cameras and lights before you hit the play button and create your particles.


Thanks again. everybody.:)
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