Posts Tagged ‘Structure’

”Factory” Back to AoI!

lauantai, toukokuu 11th, 2013

While I’m learning Blender it’s nice to rest my nerves with AoI sometimes. This is related to another personal project, so I decided to go with AoI to just quickly get some reasonable results. Idea is to give an impression of a heavy duty structures inside a factory.


The Final Product, Renders merged in GIMP.

Some lens flare and ’supernova’ filters added and few texture oddities fixed with stamp tool.Maybe I over did the Supernova and Lensflare effects. Looks a bit too bright.

The Making Of

These are the renders I baked together in Gimp using mostly different layermodes and 70% opacities.

The Basic Render

Nothing fancy here, forgot to set ”ray tree depth” to 32, so the light bulb looks a bit too dark.

Basic Render. No GI, just soft shadows and Glow on.  Min rays/ px 8 Max rays/px 128. Just to reduce the noise.

Basic Render. Max rays/px 128. Just to reduce the noise.

  • Anti alias: medium
  • Min rays / Pixel: 8
  • Max rays / Pixel: 128
  • DoF: none
  • Gloss/Translucency: on
  • Soft shadows: on.


Then some Caustics

For some reason my caustic settings always produce this kinda awesome mess.

Wild shine!

Wild shine!

I dont remember all of the settings here, But still no GI and caustics is set to ”Total Photons 1000 000 # to estimate the light 100″. What ever that means.

Fixing the Lamp

Then one more fast render with Photon mapping and the Ray Tree Depth set to 32. A bit noisy but the bulb looks way better.

Better lamp with Photon Mapping

Better lamp with Photon Mapping

For some reason I had huge problems rendering this scene. Global Illumination didn’t want to work at all, No Monte Carlo, No Ambient Occlusion. And if I tried to set  Gloss & Translucency or Soft shadows, Rays to sample to 4 instead of default 1, it didn’t render anything, it just spent hours burning the processors at 100% and nothing came out.

Nevertheless I’m quite happy about the final result.


I used this Huuuge freebie hdri as an environment texture.

And this photo by Andreas Praefcke as a backdrop. It’s just a flat splinemesh with image mapped texture. It’s not quite in right angle as you propably can see from the top right corner of theimage, but close enough to give the impression I was after.

So. Yeah. That’s about it.
Thank you for your interest. :)



Web design, WIP

sunnuntai, huhtikuu 28th, 2013

Hey folks!

Lately I’ve been working a lot with webpages, layouts themes and all kinds of webdesign related stuff. I’ve learnd a lot.

I also have had for some time this idea about a template which would use CSS3 property called ”column-count” to split body text into 3 or 4 columns.

This is the first beta version about the theme, and it is very unfinished. I named it Pamphlet Vol 2.

Demo & download

You may mess with the demo here

…and if you want to, you can download a nice zip from here.

preview of a theme

Pamphlet Vol 2 theme preview

What I really hope is that You’d comment this one. I’d like to hear your suggestions or if there’s bugs or ridiculous mistakes in the html or the css. I tried to make it pure html5 and css3, but I can’t be sure about it.  After all I’m not a professional at this. I’m mostly self-taught designer.

Anyway, I hope you enjoy it. :)

Space, it is so cool.

maanantai, marraskuu 19th, 2012

Actually this thingy started, when I downloaded new version of Sculptris the other day. I toyed around with it and managed to sculpt a chunk that looked some what like a meteor. So I exported it to .obj and imported that to AoI to texture and render it there.

Then came a night that I couldn’t sleep, and since there was nothing on the telly (free DLC from finnish TV networks) I decided to rent a scifi movie to reset my brain. And that was ’the mistake’ that turned this into something that I can actually render. Still not happy about the ”Chunk” there, it looks so clumsy now. I may have to dump that in future versions or at least fix that texture.

Here’s the first render. Enjoy.

Something is going on around that blue giant.