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PartIO

Because Michal Fratczak build some time ago a procedural primitive to load and render particle caches with 3delight i started to play around with it and got it implemented in my plugin.

but because its no fun to work with something you cant see, i started to code a node which reads the particle cache and displays the particles in the OpenGl viewport. this is now in a very early stage but it does basicly what it should.

partio_viewer

(this shows the viewport particles and a render from fusions internal OpenGl render, therefor the Replicate3d node)

the rendering via the 3delight procedural is really fast and looks like this:

partio_3delight

maybe next time i got it more stable and with some more options, so you can play around with it

more expected results

i’m coming along with the new material, trying right now to get SSS working. so far the material has diffuse, reflections, refractions with absortion and a coating layer.

to show how flexible the new material is here now an image:

new_adv_material

some unexpected result

while i was playing around with a new material shader, which utilizes the new features of 3delight11, i got some suprising result

 

dragon_3delight11

 

as i turned on my GI solution i got mesh lights and something that looks like subsurface scattering.

i know the code that i’m using for the new shader has options for both of it, but i didnt use this features right now. looks like there are nice things to come

progress

sometimes its all about the small things. as long as i dont have a DisplayDriver, which writes the render result direct into the Fusion framebuffer, i needed to provide some feedback about the rendering progress.
i started with a simple text output to the console and then i rembered that i saw somewhere there is an function to set the progress bar of the tool.
And here it is:
progress_bar

as you can see the progress bar of the Render3D will update correctly with the status of the rendering progress. now you can see how much longer you have to wait for your nice picture.

 

 

Deformation Motionblur

I managed to set up  my coding enviroment on my other pc. now i can work again on the plugin and i have done so.

while i searched for a way to motion blur particles i discovered the possibility to make deformation blur working. thats another one i never suspected to happen.

in this picture you see the position of the sphere in the 2 different frames:

no motion blur

here you see the rendering with just transformation blur (like it is right now in the plugin):

only motionblur

and here now the new version with deformation motion blur:

deform_moblur

this works also with particles but not in a way you would like to have it. for this current implementation it needs the same amount of particles (points in the 3d object) in every frame. quiet useless with particles where you emit new particles every frame

like this:

Soft shadows

i added right now support for soft shadows from spot and directional lights. this will come with new light nodes.

but my blog needs more images:

PointlightSoft

 

i’m currently waiting for the new public release of 3Delight (which should come in the next few weeks) and have a look whats changend on their site and adopt some stuff in my plugin/shaders.

Happy new year!

to start the new year with good news i have something for you.

i’ve implemented some more settings for the use of depth of field. now you can control the look of your bokeh.

this first picture shows you the old and now new standard setting. a round bokeh

Dof_settings4

this picture shows you a triangle bokeh, which is generated through setting the aperture blades to 3:

Dof_settings1

and here we have a more comon 5 blade bokeh:

Dof_settings2

and here the same 5 blade bokeh rotated around 90 degress:

Dof_settings3

 

 

If i have some more new stuff i’ll make a new version for you to play around