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Dribble tests and renders
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Dribble tests and renders // Roundtable
Post by splinters // Oct 16, 2007, 1:02pm
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splinters
Total Posts: 4148
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Nice apples Rayman - they look just like the plastic ones a shop near work sells.
I'll post another - here is a planetoid landscape rendered using dribble with displacement mapping (love it!) and a modicum of gi (64 samples) using a single local light. 600 x 450 pixels - only sad thing was it took over 2 hours to render! - although I did have the tS antialias set at 4 which always slows things down. Also the image map is 1024 x 1024 and was repeated 3 times in each direction. Again - that would have slowed things down.
That looks fantastic, love the image but what a render time! Did you turn the raytrace depth down to 2? It really speeded things up for me...:D |
Post by RAYMAN // Oct 16, 2007, 1:08pm
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RAYMAN
Total Posts: 1496
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Nice apples Rayman - they look just like the plastic ones a shop near work sells.
Burnart ! Nice displacement render.
The picture I posted is the combination of the 3 renders from splinters
and shows that we can blend between the renderers.
In your case the landscape could be a dribble displacement
in the center that blends out to any other surface in any of the renderers
we got (because they all fit together!)
Peter |
Post by Burnart // Oct 16, 2007, 2:13pm
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Burnart
Total Posts: 839
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That looks fantastic, love the image but what a render time! Did you turn the raytrace depth down to 2? It really speeded things up for me...:D
Gosh darn it - I always forget about that!! I don't suppose that SiW could add an overide of that to one of the dribble tabs? I've had tS for over 4 years and its only during dribble experiments I have ever altered that from the default setting. Even then I mostly just forget 'cause it simply isn't in my head as part of the render setup routine.
I'll try a re-render tonight and see what the time damage is. |
Post by splinters // Oct 16, 2007, 9:08pm
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splinters
Total Posts: 4148
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Good idea...if possible. I would also like to see support for thumbnails too...I have quite a few 'similar' (see sphere) dribble test scenes now but they only save as wireframe into the library and when I forget to rename each one I end up with ricepudding 1-6 etc. with no idea what test they were...:o |
Post by splinters // Oct 17, 2007, 4:46am
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splinters
Total Posts: 4148
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If dribble were nothing more than displacement mapping I would be happy.
1 cylinder + 1 Plane + displacement = great fun...:D
Next to no poly's too... |
Post by splinters // Oct 17, 2007, 9:34am
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splinters
Total Posts: 4148
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Yes, I own this thread moohaha...moohaha!!
Seriously though, Dribble is great but I owe it to Rayman to show the 'actual' Vray render. Just tweaked the light slightly and dribble needs very little reflectivity to look shiny so I ramped the shininess up a bit in this one.
Vray does look very nice and renders real fast....:D
But back to the thread, dribble is just as good in it's own way...:D |
Post by RAYMAN // Oct 17, 2007, 9:49am
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RAYMAN
Total Posts: 1496
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That looks very nice Paul ! We have lovely options now.....
Peter |
Post by manxie // Oct 17, 2007, 10:02am
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manxie
Total Posts: 76
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wow, looks brill splinters, I cant even get it to render without the watermarks , is there a bribble for dummies booklet out yet ?? if not can you produce one.? please...
:confused: |
Post by splinters // Oct 17, 2007, 12:24pm
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splinters
Total Posts: 4148
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wow, looks brill splinters, I cant even get it to render without the watermarks , is there a bribble for dummies booklet out yet ?? if not can you produce one.? please...
:confused:
Aha, now bribble would be the Dribble beta...:D
1. Download latest 3delight.
2. Run CMD and type 'licutils hostid' but don't use the inverted commas. you will see a number
3. there are three steps to register on the 3delight.com website. Register your 3delight using the number that is generated. Might look like 12345abc01.
4. If you did this right you will get an email with an attachment; License.dat.
5. Save this and put it in your 3delight folder (not in any of the subfolders).
6. From the start menu start the 3delight background server.
7. Install Dribble.
8. Load tS and click on the plug in icon, load dribble.
9. Load the apple scene I posted and hit the dribble render button.
Not sure how you can fail to work here UNLESS you are not online when you start the license server, you may also be asked by windows firewall to unblock the license server...make sure you do...:D If you reboot your machine you will need to start the background server again.
10. Render beautiful images to your hearts content...:D |
Post by Burnart // Oct 17, 2007, 12:55pm
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Burnart
Total Posts: 839
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Well I did a re-render of my planetoid scape...... but firstly - with my original attempt with the raytrace depth at 10 I know the time it finished rendering and I'm pretty sure that I began the render between 2 & 3 hours before that. Not a very accurate measure. However when I reset the raytrace depth to 2 and rendered it took 2hrs 41 mins! I tried reseting the antialias from 4 to Ad and that shaved 40 minutes off.
Well either I'm way off on my guess as to when I started my original render or raydepth is not much of an issue in these circumstances. |
Post by Liger ZERO // Oct 17, 2007, 5:47pm
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Liger ZERO
Total Posts: 124
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I had a little time today to play with Dribble. I wanted to see what I could do with displacement mapping. I made this chain out of a double sided displacement map. Then I rigged it in Motion Studio. You can see how it is set up in tS from the pic. The video shows the chain rendered in Dribble. I really did not think this would work so Dribble gets another :banana: for surprising me again. :) |
Post by Jack Edwards // Oct 17, 2007, 6:18pm
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Jack Edwards
Total Posts: 4062
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Shadows look nice too! :) |
Post by SiW // Oct 17, 2007, 11:00pm
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SiW
Total Posts: 298
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That chain is pretty cool, neat trick!
Sorry I wasn't able to pump out 1.02 - or respond to the forum - today, had a lot of other stuff to do. If more people were buying dribble I might not have to do that other stuff ;) It's great to see you early adopters getting some lovely effects out of it though. |
Post by Jack Edwards // Oct 17, 2007, 11:41pm
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Jack Edwards
Total Posts: 4062
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I think you're market is limited if you're only advertising on the forum, Simon. You need to work something out to get Dribble featured on one of Caligari's mailings and in the plug-ins page. |
Post by manxie // Oct 18, 2007, 2:13am
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manxie
Total Posts: 76
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Thanks for the info splinters, as to the spelling blunder i did ask for a booklet for dummies???:D
Thanks again.. |
Post by splinters // Oct 18, 2007, 2:16am
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splinters
Total Posts: 4148
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I think you're market is limited if you're only advertising on the forum, Simon. You need to work something out to get Dribble featured on one of Caligari's mailings and in the plug-ins page.
I gotta agree with Jack. I wonder how many people visit this forum and overlook Dribble and that would be a small percentage of your potential market.
Maybe Caligari would like to support this...after all you did VirtuaOut which is now effectively part of tS7, so why not dribble?
It is hardly a direct competitor to Vray and is another string in the bow of a tS user...it is an excellent addition to tS.
I will do my best to spread the word outside of the forum but not sure what impact that will make...:o
You really need a folio of nice rendered work to show it's potential and then start hitting other forums, site, mail lists etc. |
Post by splinters // Oct 18, 2007, 2:25am
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splinters
Total Posts: 4148
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Before the obvious Vray comparisons here, I am only too aware of how much time and effort (and money?) has been put into Vray by Caligari so why would they promote what is effectively a 'budget' version of Vray features(Caustics, SSS, GI etc.)?
Vray for tS has its speed and is based on an industry standard render, Dribble gives us tS owners access to Renderman compliant renderer...they are very much different beasts. If LW included GI, SSS etc. would people still buy Vray.
I think so, unless LW could match it feature for feature as well as speed and price...:D
You can tell that I impressed by Dribble, although I feel it is more like a late Beta rather than a polished commercial release. It has potential and I am happy to have invested in it early.
For the sake of it's ongoing support, if you can spare the cash, give it a chance if you haven't already. You are effectively paying $35 for one guy's hard work over the last 10 years...it;s not like it disappears into some huge corporation that charges extortionate amounts for software...
...did I mention that it is pretty good? |
Post by splinters // Oct 18, 2007, 4:42am
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splinters
Total Posts: 4148
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Well guys, make the most of my experiments so far...
I made a Dribble scene folder to keep these all together. Whilst rendering a tree (don't ask), tS hung for a while and I had to close it. Now I have lost two scene folders I made, one of which was full of the dribble scenes....:(
Damn Pc's...why has a folder (actually two) completely disappeared without any permission from me???
I have searched...they are not showing up anywhere....:mad:
Oh well...... |
Post by Steinie // Oct 18, 2007, 4:50am
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Steinie
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http://forums1.caligari.com/truespace/showpost.php?p=49308&postcount=21
Is this the same scenario? Very important if it is a bug. |
Post by rjeff // Oct 18, 2007, 4:59am
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rjeff
Total Posts: 1260
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Wow Ligar..so you mean to tell me you have the look of a chian without the poly hit? Cause man that chain looked good..maybe not as round as a normal link, but i a game situatoin or if low poly is needed then man that is right on. Hmm this Dribble is much more powerful than I though. Kudos SIW on a nice program. |
Post by Liger ZERO // Oct 18, 2007, 7:59am
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Liger ZERO
Total Posts: 124
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This time I made some chainmail. I model this chainmail in tS. Then I rendered it as a hight map, took it into PSP and made a repeating pattern out of it. I uploaded the displacement maps for all to enjoy.:)
Dribble is so cool.:cool: |
Post by 3dfrog // Oct 18, 2007, 8:33am
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3dfrog
Total Posts: 1225
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Wow Liger I haven't thought of this kind of use for displacement. Very cool. Thanks for opening my eyes. |
Post by splinters // Oct 18, 2007, 10:47am
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splinters
Total Posts: 4148
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Hahahahahah...don't ask me how but when i got home and booted up the laptop, the dribble scenes were back....weird! :o
Anyway, has anyone thought about displacement for leaves and shrubbery. This is not even a 'leafy' bump map and could be much better but could save on a lot of geometry especially in background objects.
Not just fur then...:D |
Post by SiW // Oct 18, 2007, 4:10pm
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SiW
Total Posts: 298
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Many years ago, Katsuaki Hiramitsu (http://www.edit.ne.jp/~katsu/index.html) was an inspiration to me in terms of what you can do with RenderMan if you think a little differently. I bring him up because of this particularly relevant study on trees (http://www.edit.ne.jp/~katsu/rms_tree.htm). |
Post by jayr // Oct 18, 2007, 9:37pm
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jayr
Total Posts: 1074
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Thanks for that link SiW, some intresting stuff there. I like the image he did of the clouds. |
Post by SiW // Oct 24, 2007, 8:47am
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SiW
Total Posts: 298
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Just thought I'd throw this one up, first test of the fur actually semi-behaving. |
Post by rjeff // Oct 24, 2007, 9:01am
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rjeff
Total Posts: 1260
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He kinda reminds me of thoes things that golfers used to scrub their cleats of with. |
Post by Liger ZERO // Oct 24, 2007, 9:17am
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Liger ZERO
Total Posts: 124
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Wow looks cool. Will it be mappable? :D |
Post by splinters // Oct 24, 2007, 9:17am
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splinters
Total Posts: 4148
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Is that a fur only you have access to Simon, or can we all make similar?
it certainly looks good...:D |
Post by frank // Oct 24, 2007, 10:17am
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frank
Total Posts: 709
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Hey guys!
I've attached some images of my Dribble testing.
The first image shows the scene, which consists of a plane, cube, and area light. The only thing to note is that the area light's intensity is HIGH (43.47).
The second image shows how I approach test renders. I set the Shading Rate (Output tab)value way up to 20 or so. This gives me a very quick approximation of the final result.
The last image shows a final render, with the Shading Rate set to 0.5.
One other thing to note is that I've set the GI Intensity to 0.4.
I really like the soft shadows. |
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