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nerv

First experiences with Cycles4D

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  • @3D-Pangel I think it can be done. I'm playing out a few scenarios in my head as I type this that could work. Most likely using particles. 

     

    I'm try it out when I'm at my computer. and report back. 

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    16 minutes ago, nerv said:

    @3D-Pangel I think it can be done. I'm playing out a few scenarios in my head as I type this that could work. Most likely using particles. 

     

    I'm try it out when I'm at my computer. and report back. 

    Thank you.  I would be interested to see what you come with.  Right now I am trying to get that effect by using pyrocluster to shade a bunch of tiny spheres cloned randomly to the surface of a larger sphere using MoGraph.....and right now it looks like a bunch of uniform puffy spheres cloned to the surface of another sphere.

    There has to be a better way!

    Thanks for all your help.

    Dave

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  • On 2/5/2017 at 0:56 PM, 3D-Pangel said:

    Thank you.  I would be interested to see what you come with.  Right now I am trying to get that effect by using pyrocluster to shade a bunch of tiny spheres cloned randomly to the surface of a larger sphere using MoGraph.....and right now it looks like a bunch of uniform puffy spheres cloned to the surface of another sphere.

    There has to be a better way!

    Thanks for all your help.

    Dave

    OK, so the short answer is YES.  

    Mind you, this is a very rough draft, and it's obviously not a physically accurate representation of earth, but it serves as illustration.  

    somenerv-cy4dclouds-draft.thumb.jpg.ce9ddf6aa2fd041b1b9a052001f671ca.jpg

     

    As I expected, I had to rely on particles for this (X-particles in my case).  

    There are 4 spehres in the scene, but there are only two that are generating the clouds: 

    1.  a sphere I named CloudTex.  Simply using this one with a noise texture that generates the particles from the surface.   Hidden from render view as it's only a utility shape.  

    2. another larger sphere I called volumeContainer.   This has a normal cycles4D object material assigned to it.   The Point Density node uses the density of particles (from the emitter above) to drive the density of the volume scatter and absorption nodes.  

     

    By default, things start out looking kind of blocky, due to large voxel size and small particle counts.  Bringing down voxel and volume step sizes, as well as cranking up the particle count start bringing in the detail.    

    It also starts taxing your resources pretty heavily.   The results from this run still look really blocky (and noisy) and my computer was already starting to get kind of sluggish.  

    So, again... YES! But you'll need to spend some time tweaking things to get it looking right, and be prepared to wait for clean, detailed renders.  

     

    somenerv-cycles4dclouds-screencap.thumb.jpg.38df34ea3f196218fbe604f8bff600bc.jpg

     

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    The get the correct point density cloud for the clouds I would use Turbulence FD which works very well with cycles.

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    19 hours ago, nerv said:

    OK, so the short answer is YES.  

    Mind you, this is a very rough draft, and it's obviously not a physically accurate representation of earth, but it serves as illustration.  

    somenerv-cy4dclouds-draft.thumb.jpg.ce9ddf6aa2fd041b1b9a052001f671ca.jpg

     

    As I expected, I had to rely on particles for this (X-particles in my case).  

    There are 4 spehres in the scene, but there are only two that are generating the clouds: 

    1.  a sphere I named CloudTex.  Simply using this one with a noise texture that generates the particles from the surface.   Hidden from render view as it's only a utility shape.  

    2. another larger sphere I called volumeContainer.   This has a normal cycles4D object material assigned to it.   The Point Density node uses the density of particles (from the emitter above) to drive the density of the volume scatter and absorption nodes.  

     

    By default, things start out looking kind of blocky, due to large voxel size and small particle counts.  Bringing down voxel and volume step sizes, as well as cranking up the particle count start bringing in the detail.    

    It also starts taxing your resources pretty heavily.   The results from this run still look really blocky (and noisy) and my computer was already starting to get kind of sluggish.  

    So, again... YES! But you'll need to spend some time tweaking things to get it looking right, and be prepared to wait for clean, detailed renders.  

     

    somenerv-cycles4dclouds-screencap.thumb.jpg.38df34ea3f196218fbe604f8bff600bc.jpg

     

    Wow. Very nice and better progress than I have made.  Is the PC sluggishness only related to the real time preview.  How fast did it render as I would imagine that you would need to really increase the samples to get a clean image without noise.  Plus, when you push the scale to get smaller clouds but preserve the detail, that would also spike render times.

    But it does show very exciting possibilities.

    Dave

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  • 4 hours ago, 3D-Pangel said:

    Wow. Very nice and better progress than I have made.  Is the PC sluggishness only related to the real time preview.  How fast did it render as I would imagine that you would need to really increase the samples to get a clean image without noise.  Plus, when you push the scale to get smaller clouds but preserve the detail, that would also spike render times.

    But it does show very exciting possibilities.

    Dave

    Thanks.  The sluggishness was indeed during real-time preview.  I found it was easier to pause the IPR while I worked, then start it back up as needed.  

    The picture viewer render wasn't exactly blazing fast, for a relatively small resolution image with low sample count.    

    Can't say it's necessarily a Cycles problem.  I think every renderer gets bogged down when dealing with volumetrics. 

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  • This accurately represents how my head feels right now.  SOOO congested.  

    SIKDAE.thumb.jpg.5ca2bda63c4e244c7c9ef18a4393bf7d.jpg

    Perfect excuse to play with X-particles and SSS shaders in Cycles4D.  

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    Just now, nerv said:

    This accurately represents how my head feels right now.  SOOO congested.  

     

    SIKDAE.thumb.jpg.5ca2bda63c4e244c7c9ef18a4393bf7d.jpg

     

    A little fun with Voronoi fracture, X-particles and Cycles 4D.  Fairly simple material layouts, but effective. 

    Wowzy...looking awesome! :D Now I need some gold materials in action...cmon! :D


    | MAXON Quality Assurance Specialist | 3D Asset Creator | C4D Cafe Manager |

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  • 22 hours ago, SIgor said:

    Wowzy...looking awesome! :D Now I need some gold materials in action...cmon! :D

    OK! 

    HOTCOCOA-melt.thumb.jpg.1887fccbb2133d5bf7523ba5719c9e58.jpg

     

    For some odd reason, this one kept crashing on me while running the IPR in GPU mode.   CPU mode handled it fine, though of course, rendered slower.  It's not even that heavy of a scene, which makes me think they still need to work on making  Cycles4D more efficient.  

    Took about 30 minutes to render at 32 samples, which is slow... but I have a fair bit of translucency, SSS, and reflections going on, so I'll give it a pass.  Wound up having to do some additional denoising in Photoshop.  

     

    There are certain things I love about Cycles4D, but it still trails far behind Redshift when it comes to getting clean renders at a reasonable speed.  

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    Thanks @nerv, render looks nice, but I would like to see something like ring, or bracelet in gold. 


    | MAXON Quality Assurance Specialist | 3D Asset Creator | C4D Cafe Manager |

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