Andz Posted May 5, 2006 Share Posted May 5, 2006 A birdie reminded me of the distinct bias toward the reflection direction for blurred reflections causes very different results than a GI solution and I'd think is probably far more obvious when the camera moves. Appreciating the differences on still spheres makes it hard to judge without a moving camera and/or GI comparison. 27270[/snapback] Yup it does. Maybe I shoud have said "imitate", after all that is all we are doing here on CG-World ;-) I've even seen some people use the term Fakeosity. Quote Link to comment Share on other sites More sharing options...
altbighead Posted May 5, 2006 Author Share Posted May 5, 2006 Do you know how to set up a GI pass? Cheers, Jason 27270[/snapback] yes and no.I know how to setup GI but not really sure how to generate in seperate pass. thank everyone for thier inputs. Quote Link to comment Share on other sites More sharing options...
DaJuice Posted May 5, 2006 Share Posted May 5, 2006 Looking good there. The biggest issue is the darkness of the shadows at the moment I think. Quote Link to comment Share on other sites More sharing options...
stu Posted May 5, 2006 Share Posted May 5, 2006 yes and no.I know how to setup GI but not really sure how to generate in seperate pass.thank everyone for thier inputs. This method works for me: http://odforce.net/forum/index.php?showtopic=3170&st=36 It's not a separate pass, however. What it does do that a typical GI light setup won't do is contribute ambient illumination colour bleed as well as direct illumination colour bleed. Quote Link to comment Share on other sites More sharing options...
altbighead Posted May 8, 2006 Author Share Posted May 8, 2006 a small update.. reflection pass added and teaked some shaders. Im still rendering GI pass I have to rework on some of the textures and to get a better SSS effect on grapes. thanks. Quote Link to comment Share on other sites More sharing options...
DaJuice Posted May 8, 2006 Share Posted May 8, 2006 Good work alt, the image looks a lot more vibrant now. More crits: Watch out for anti-aliasing errors in the composite when you start pushing color values (the banana for example). Try clamping the values and multiplying by alpha to tame the aliasing. The "fresnel effect" is a bit strong on some fruit, and the orange strikes me as being too reflective. I love the grapes, they look really good. Another thing to watch out for, the "fresnel effect" I mentioned should be attenuated in areas where the fruits are in shadow. Right now they kinda seperate them from their shadows and make them look floaty. cheers! Quote Link to comment Share on other sites More sharing options...
Andz Posted May 8, 2006 Share Posted May 8, 2006 The rim light added a lot to the shapes, congratulations. Quote Link to comment Share on other sites More sharing options...
lynbo Posted May 8, 2006 Share Posted May 8, 2006 I like your rim light it really helps, but I cant help but feel that it should be off to one side a bit because it seems that it is "lifting" the fruit too much. Especially in the objects towards the front of the plate. The only other crit is the reflection on the orange id too much. Good work, keep it up. HTH Quote Link to comment Share on other sites More sharing options...
T-bat Posted May 8, 2006 Share Posted May 8, 2006 I think I know why you are getting those black outlines. Try disabling alpha Plane Scope on your adds. By default it composites alphas the same way as colors. Around edges in properly antialiased images is some gray and you're probably adding gray and gray and in result alpha between your rendered image and image after adds changes. Then you have probably over. Over is simply take your foreground image and add background image multiplied by inverse of alpha of FG image (not sure whether Houdini assumes premultiplied foreground or not. If not, FG image is multiplied by its alpha). But it takes "hardened" alpha from adds. It is better to show on some examples, but I'm too lazy right now . BTW I can be entirely wrong Quote Link to comment Share on other sites More sharing options...
altbighead Posted May 8, 2006 Author Share Posted May 8, 2006 I think I know why you are getting those black outlines. Try disabling alpha Plane Scope on your adds. By default it composites alphas the same way as colors. Around edges in properly antialiased images is some gray and you're probably adding gray and gray and in result alpha between your rendered image and image after adds changes. Then you have probably over. Over is simply take your foreground image and add background image multiplied by inverse of alpha of FG image (not sure whether Houdini assumes premultiplied foreground or not. If not, FG image is multiplied by its alpha). But it takes "hardened" alpha from adds. It is better to show on some examples, but I'm too lazy right now . BTW I can be entirely wrong 27371[/snapback] You the man !!. yes I turn off alpha in all my composites and all the sharp edges are gone. Thanks everyone for their inputs. Quote Link to comment Share on other sites More sharing options...
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