Some decent time has passed since my last render, although I’ve been working on this new one for at least half of that time. Some other short-term projects had come up, as well as new hobbies. When I was nearing the end of this project the render times were somewhat prohibitive for further progress, which kind of burned me out on this a little. Since I only needed a couple fixes from what I thought was my final render, it … Read the rest
I’ve been hooked on Overwatch lately and there’s nothing like a beautiful environment that makes me want to dabble in 3D again. Using a few open source tools, I exported some models and textures for Reaper from Overwatch to play with. I quickly found that a decent amount of work was necessary to do what I wanted.
Once the mesh was cleaned up, I worked on repainting some areas of the textures because they were low resolution for my standards. … Read the rest
With a lot of experience coming from the past few renders, I was able to generate this image with ridiculously less render time than when I was first playing with it weeks ago. While I didn’t think the last image benefitted from displacements, I love the look of it on this render. This is a rear view of the tower we’ve constructed, looking at it from a walkway to an unfinished pylon.
Notice in this render the IndustralCraft wires and … Read the rest
This is a somewhat closer view of that tower you might have noticed in the previous images. Most of our time has been spent inside or around the tower, which is full of machines, chests, and crops, so it’s nice to see views of it from far away. You might also notice many plants and blocks from Biomes-o-Plenty, an export made much easier by my DataDumper mod a few posts back.
Although I tried to get a much larger export, my current limiting factor is actually how far we had explored in the world.
I really don’t have a good naming convention for the following renders, so forgive the titles. I’ve put a lot of work into making the materials I’m using for these – only one of which required a modification to my shader (bug fix!). After ironing out all but the smallest of details, my latest tweaks require the most time so far – and it’s mainly render time given the need for high-quality renders to spot any issues. However, this wider … Read the rest
Hello out there, it has been a while! More on that in a bit; first I want to introduce a mod that I’ve started for Minecraft which should interest anyone who likes to export their worlds for printing, rendering, or whatever else you might do with it.
After wrapping up a large portion of the code of my ubershader, I wanted to try it out in a production-friendlier environment to look for possible improvements. I did find a few bugs and quirks, but all is better now! I think you’ll be able to see that the quality of this image is quite better than my previous renders of Minecraft scenery.
A few features of the shader that I’ll be going over soon are in that image:
What is it?
What you see above is The Shaderball lit by an image, not by standard 3D light sources. I’m going to talk about the idea (and implementation) of using images of environments to light 3D scenes. Two other common types of lights that I’ll eventually go over are punctual lights and area lights. Image-based lights use a 360° image of an environment to cast light onto 3D objects. The image should have a high dynamic range (an … Read the rest
I’ve been writing this shader for a few weeks now, but I hadn’t thought to blog about it (or anything, for that matter) until now. That’s probably a good thing; I’m learning a lot as I go along, so there’s a good chance I would’ve explained something incorrectly. I’ve decided to post updates on this more often, so you can expect much more info later. There’s a lot that I’ve already accomplished, so there’s a backlog of things to write … Read the rest