Planetside Software Forums

General => Image Sharing => Topic started by: yossam on April 09, 2016, 06:19:13 PM

Title: Precious
Post by: yossam on April 09, 2016, 06:19:13 PM
Taking a break from VR to NR................. :)
Title: Re: Precious
Post by: masonspappy on April 09, 2016, 07:22:23 PM
Wow - nicely done!
Title: Re: Precious
Post by: Kadri on April 10, 2016, 02:43:15 AM

This looks actually great. Nice shading Yossam.
If there wasn't any seams on the ring reflections and some low poly edges and maybe a higher quality table texture this would look real.
Title: Re: Precious
Post by: AP on April 10, 2016, 03:10:06 AM
Purty!
Title: Re: Precious
Post by: Hannes on April 10, 2016, 04:43:32 AM
Looks great, Yossam!
I think there's the same problem I had here:
http://www.planetside.co.uk/forums/index.php/topic,20626.0.html

Unchecking "Stabilize ray detail in motion" did the job. And increased rendertimes...
Title: Re: Precious
Post by: Hannes on April 10, 2016, 04:44:31 AM
...or it's a soft reflection - too less samples - issue...
Title: Re: Precious
Post by: archonforest on April 10, 2016, 04:47:42 AM
Cool!
I think it would be better if the focus would be on the main stone IMHO.
Title: Re: Precious
Post by: Kadri on April 10, 2016, 05:18:04 AM
Quote from: Hannes on April 10, 2016, 04:43:32 AM
Looks great, Yossam!
I think there's the same problem I had here:
http://www.planetside.co.uk/forums/index.php/topic,20626.0.html

Unchecking "Stabilize ray detail in motion" did the job. And increased rendertimes...

I thought about that and without a texture for reflection those kind of problem shouldn't be seen.
So most probably it is kind of a problem as you said Hannes.
Title: Re: Precious
Post by: bobbystahr on April 10, 2016, 03:26:31 PM
N ice R ing   hee hee hee
Title: Re: Precious
Post by: Upon Infinity on April 10, 2016, 06:12:15 PM
It's really good, the ring looks very real.  Second Archon on the DOF.
Title: Re: Precious
Post by: yossam on April 10, 2016, 06:42:06 PM
Best texture I could find..........it is 5K. If you know of any where to get higher res, please point the way.  ;D
Title: Re: Precious
Post by: Kadri on April 10, 2016, 06:52:15 PM

Maybe some colored powerfractal and this for real displacement?
https://luke3dinterior.files.wordpress.com/2014/12/shutterstock_15639508_spec.png
;D

You can try of course, but just kidding.
Not sure how you made it but but the displacement looks more like fake-bump map to me.
A real displacement would look better. Maybe it is just me :)
Title: Re: Precious
Post by: bobbystahr on April 10, 2016, 09:03:23 PM
Quote from: Kadri on April 10, 2016, 06:52:15 PM

Maybe some colored powerfractal and this for real displacement?
https://luke3dinterior.files.wordpress.com/2014/12/shutterstock_15639508_spec.png
;D

You can try of course, but just kidding.
Not sure how you made it but but the displacement looks more like fake-bump map to me.
A real displacement would look better. Maybe it is just me :)

quite the map....took it as well as it seems useful in my mind..thanks
Title: Re: Precious
Post by: luvsmuzik on April 10, 2016, 10:22:47 PM
Just a suggestion....When gems are displayed for purchase, like in a catalog or browser listing, they are usually in a neutral backdrop with either a blur background light or something pastel. Reflections on metal and glass grab the surroundings remember? IRL you are getting exactly what happens, but I assume you want to show the clarity of the reflection, yes? I didn't read just how you are going to use this object, but just a thought. Also one of those complex shaders where you block the face using volumetrics?
Title: Re: Precious
Post by: luvsmuzik on April 11, 2016, 05:18:26 PM
Here is what I was talking about. I put a transparent and a glass finish on the wing of my bee here, then I hooked a Layer weight using the facing option into the factor. I had to turn off ray visibility to everything except the diffuse and camera for the wings. I am showing the transparency of the wing with two separate objects, one in front, one in back of the bee. The wings are a subdivided mesh, not flat geometry so they also catch the objects from different angles. This done in another program, but sure you can associate what I mean.