Plastuś

Testing krita on linux, and new tablet – asus ep121. It works ok, but Intel gpu seems to laagg on Linux – there are no decent drivers. Also colors of display seems to be way off. I had to fix it on PC. Thx. to Sławek Fedorczuk for some suggestions on this piece.
Yellow strongman

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Cycles vs Mitsuba vs Luxrender – round 2

In 2011 I did free render engines comparison – NOX, Luxrender, Cycles, Mitsuba, Yafaray. Cycles seemd to be the slowest of them all and Mitsuba fastest. So did anything changed in past time?

Right now I did 3 test Cycles, Mitsuba 0.4.3, Luxrenderer.  All engines were setup with same material, engine settings and lightning (HDR image).  Render setup was Path Tracing with 128 samples. (update) For Luxrender i used Metropolis sampler, and paused it at 13min so I’m not sure how many samples there were(/update).  Below are result with render times and renderer settings.

Lexus_CS_2054_All

Render setups

Difference between Cycles and Mitsuba in not that big. It is step forward compared to year 2011, where cycles gave more noisy renders (much worse than Luxrender). But then how much longer will it take to clean up Cycles render? Here is render made with 256 samples (image label is wrong, sry) and twice the render time.
Lexus CS 2054 render

Cycles render is still not as clean as Mitsuba. So thing is even thought Cycles speed improved quite a bit, it requires a lot more time, than Mitsuba to denoise image (probably 512 samples would suffice – but it would require about 1 hour). On the other hand interactive preview of scene, in Cycles, makes creation of shaders very fast!
About Luxrender, I’m not sure If my setup was correct but it seems slowest – (update) even with Metropolis sampler and QBVH. SQBVH build time was something like 9 sec, QBVH -2sec – but those numbers are from my mind. Anyway this is small % of overall time.

And one more screen with example of material setup for wheels:

Material Stup for MgO

In Mitsuba to setup metal material I just put chemical symbol – MgO (Magnesium Oxide), and it’s roughness – 0.08
Luxrender support metal nk data too, however loading MgO.nk file caused error, so I set it up with bronze metal. I’m not sure why pylux didn’t worked for material preview. Maybe because of using latest unstable Blender build.
Cycles has material setup similar to Lux – bronze glossy material, with 0.08 roughness.

Update:
And bunch of cycles tests -progressive vs non-progressive sampler, HDR MIS ON and OFF.
Cycles render settings testing

PS
Car model – Lexus CS 2054 form Minority Report – is not mine. You can download it form here.

My setup is – AMD 3 core, 2,6GHz, 8GB of ram DDR 2. Is is very old, so on newest hardware, you could probably expect half the time to render those images.

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Material references

Material references (plastic and metal, for different surface roughness- from smooth surface to rought). Rendered in Mitsuba

Black Plastic IOR=1.5

Black Plastic IOR=1.5

Metal (Aluminium)

Metal (Aluminium)


Metal reference Au Cu AL

Metal reference Au, Cu, Al

Gray  Plastic IOR=1.5

Gray Plastic IOR=1.5

Yelow plastic

Yelow plastic

Area Lamp Lightning

Influence of size of area lamp to the lightning


And bonus bunch of Krita brushes for speedpainting https://dl.dropbox.com/u/26878362/BS_paintoppresets.7z

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Pinup concept

Will go 3d probably

Cartoon pinup

Cartoon pinup


Vip update:
VIP4

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Mixamo zombie images

Here are bunch on images from VIP on mixamo zombie.

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Sketches

Made in Krita

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Mitsuba exporter 1.0

Update3: Works with Mitsuba 4.1, most of sun options are supported). Thin dielectric added. But dipole is still broken.
Update4: Should fix some camera bugs, increased some allowed max parameters values .
Here is updated blender exporter that works with Blender 2.64 and Mitsuba 4.1

Supported engine integrators are (all except AO – who uses it today anyway):

  • Energy redistribution PT
  • Path Space MLT
  • Primary Sample Space MLT
  • Photon mapper
  • Adjoint Particle Tracer
  • Bidirectional path tracer
  • Volumetric path tracer (Extended)
  • Volumetric path tracer (Simple)
  • Path tracer
  • Direct Illumination

Supported integrators are (basically all):

  • Sobol QMC sampler
  • Hammersley QMC sampler
  • Halton QMC sampler
  • Low discrepancy
  • Stratified
  • Independent

Render settings form mistuba exporter

Other features included:
- support for blend bsdf (see gold statue that uses gold and diffuse, with smooth dielectric coating)
- Modifiers are finally supported (thanks to updated collada exporter that has this feature now)
- HDR environment maps – through hemi light.
- instances
- Thind dielectric – Architectural glass support
- Multiple materials per object support

Broken features:
-sunsky, sky, sun (I think there is problem with transforming sunsky coordinates – I reported but to mitsuba creator Wenzel Jakob
- no support for dof – no time to implement it now Should work now in update 3.
- dipose sss – It is fixed in newest Mitsuba release, should be out soon. I know lots of blender guys are waiting for it – sorry for make you waiting :/ (if you really want you can copy manually dipole xml code inside scene to tag and it should work)

And some screens. Car is from blender swap made by user tom120934. I had to remake all materials for mitsuba. Render time was 6minutes with Photon Mapping. Thanks for great car tom120934:

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