Page 4 of 17 FirstFirst ... 2345614 ... LastLast
Results 46 to 60 of 243

Thread: Show your LW2018 Test Renders

  1. #46
    Registered User
    Join Date
    Apr 2016
    Location
    Barcelona, Spain
    Posts
    399
    Try merge triangles function. Don't remember the exact name.
    English is not my native language so please be patient.

    Salvador Ureņa
    http://urenasalvador.wixsite.com/portfolio

  2. #47

    FFX test - LW10.1 scene reloaded

    Hi everyone,
    I really wanted to see how FFX behaves and I'm mighty pleased with it.

    1: It doesn't crash. I tweaked a lot with VPR on all the time, sometimesit's lagging but no crash.
    2: I like the fur quality, it blends well with the rest of the scene unlike earlier when it looked like az an alien entity.
    I forgot the render time but it was smg like 3-4 minutes on a 3 years old dual xeon 12 core setup.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	SquirrelLW2018toylike_V01.png 
Views:	1133 
Size:	258.2 KB 
ID:	139141  

  3. #48
    Quote Originally Posted by jakuzaa View Post
    Very nice renders. I know it is a product shot so everything has to be sharp but could you add some DOF (just for fun)?

    On my part, quick (only a couple hours of tweaking ) interior test render. White walls and no splotches, no colour bleeding, extremly happy overall.
    Very nice! I can't wait until I'm done the current project I'm working on so I can do some tests like this.

  4. #49

    Substanced spaceship

    Another quick test, materials and textures made in texture painter. Still have to figure out some settings as I simply plugged textures into their respective slot
    in the node editor. Have to figure out what are the best settings. Spec/Metallic confuses also as it should be either this or that imo. Whatever.

    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	LW2018spaceshipPBR.jpg 
Views:	769 
Size:	462.7 KB 
ID:	139144  

  5. #50
    Registered User
    Join Date
    Jul 2017
    Location
    New Zealand
    Posts
    7

    test render

    Lots of fireflies but will remove somehow.
    Or maybe pretend they are stars !
    Modeled in Rhino


    Click image for larger version. 

Name:	Depth_Charger.jpg 
Views:	311 
Size:	119.5 KB 
ID:	139149

  6. #51
    Super Member Snosrap's Avatar
    Join Date
    Aug 2004
    Location
    Ohio, USA
    Posts
    4,755
    Quote Originally Posted by Photogram View Post
    Here are the bad polygons.

    I didn't find a tool or a trick to repair that rapidly..

    I notice that with the new opengl and renderer theses polygons are more visible than in the past.
    With the old renderer i was able to hide these polygons simply by reducing the smooting angle but it seems something has changed and i think the future models will need to be modeled with more attention.


    Attachment 139140Attachment 139139
    Oh yeah - that won't cut it in a hi-res render.

  7. #52
    Registered User
    Join Date
    Jan 2011
    Location
    Seattle
    Posts
    287
    Just a tiling rust texture (PBSDF) on a car. Using only the Environment light with the background hdr. Default render settings except GI turned off. 1 min 39 sec. On my rusty old laptop.

    Click image for larger version. 

Name:	2018_texture_test02.jpg 
Views:	263 
Size:	1.67 MB 
ID:	139158

  8. #53
    Registered User
    Join Date
    Sep 2006
    Location
    Poland
    Posts
    52
    Quote Originally Posted by Asticles View Post
    Thanks for your test. Why 100% and not 50%? It seems that chairs have lost the contact shadow. Maybe some ambient oclussion multiplying in the ceiling and floor...

    Regards
    You are right, I focused too much on the clean walls & ceiling. It is a shame that Interpolation Softness can't be set for each object, it is global only. 50% is a good compromise.

  9. #54
    Registered User
    Join Date
    Jan 2011
    Location
    Seattle
    Posts
    287
    A couple more of the rusty car. I'm liking 2018. The render is more realistic, with less effort, as it is meant to be. I can't wait to try some more things out (denoiser). A lot of tread left on those tires. I meant for them to be closer to bald, so they would match the car, but just kind of threw the texture together for the test.

    Click image for larger version. 

Name:	2018_texture_test04.jpg 
Views:	160 
Size:	1.10 MB 
ID:	139161Click image for larger version. 

Name:	2018_texture_test05.jpg 
Views:	174 
Size:	1.62 MB 
ID:	139162

  10. #55


    Testing out character textured in Substance Painter. Not having to worry about fresnel like effects sure makes for cleaner nodes
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	PBR_bot_2015-2018.png 
Views:	88 
Size:	848.7 KB 
ID:	139163  
    Personal: louisdumont.com | Company: weareformation.com | Texture: supertextures.co.uk | Visiting Short: visitingshort.com

  11. #56
    Registered User
    Join Date
    Apr 2016
    Location
    Barcelona, Spain
    Posts
    399
    Great model, texturing and everything!
    English is not my native language so please be patient.

    Salvador Ureņa
    http://urenasalvador.wixsite.com/portfolio

  12. #57
    Michael Nicholson zapper1998's Avatar
    Join Date
    Feb 2003
    Location
    spokane washington usa
    Posts
    4,635
    Blog Entries
    1
    This is a Brute of a model, 9 million poly's +

    Manitowoc 31000 Crawler Crane, employs an innovative self-supporting counterweight. This feature, called the Variable Position Counterweight system, minimizes the crane's footprint and ground preparation.

    Could not think of anything to toss into LW 2018, so I loaded this Model in, that I decided to do some more work on.


    Click image for larger version. 

Name:	31000 Manitowoc_003_LW_2018.png 
Views:	241 
Size:	1.95 MB 
ID:	139170 Click image for larger version. 

Name:	31000 Manitowoc_LW_2018.png 
Views:	204 
Size:	2.28 MB 
ID:	139169




    Mike
    Intel Core i7-980, OC 4.7ghz water cooled.
    Gigabyte x58-UD3R with an Intell SSD 180GIG
    RamCorsair-DDR3-1600-32GIG
    Nvidia Titan Z, x 2 And 1 GTX-1080 by Gigabyte.
    4xEnterprise/WDVelociRaptorŪ300gig

  13. #58
    Registered User
    Join Date
    Mar 2012
    Location
    Socal
    Posts
    274
    This is as far as I've gotten, and even that, i am pleased about, how simple the principled shader is.

    Click image for larger version. 

Name:	LightwaveTest.jpg 
Views:	154 
Size:	188.5 KB 
ID:	139172

    Click image for larger version. 

Name:	LightwaveTest2.jpg 
Views:	146 
Size:	308.7 KB 
ID:	139173

  14. #59
    Registered User
    Join Date
    Sep 2015
    Location
    Sweden
    Posts
    404

    My first little test animation. No real plan just playing with stuff, and when I do that I just make silly monsters. From unadorned box in modeler to animated squishy dude. start to finish in lw2018. Some lazy compositing goofery in Aftereffects mostly to test render buffers. skin shader on monster (started with the hulk skin Preset and made some changes), and rubber Preset on the ground. Took way too long to render, but I'm still learning the ins and outs. deformation seems much faster and smoother now at least.

    The rubber material is a noise magnet apparently. Samples out wazoo to get rid of noise.

  15. #60
    Valiant NewTeKnight Matt's Avatar
    Join Date
    Feb 2003
    Location
    San Antonio, Texas, USA
    Posts
    13,007
    Just a quick note guys, if you do anything you think is Gallery worthy, submit it, there is now a LW 2018 tag.

    https://www.lightwave3d.com/community/submit_gallery/
    LightWave UX Designer
    LightWave 3D Group
    A Division of NewTek Inc.
    ______________________________________________
    www.pixsim.co.uk : LightWave Video Tutorials & Tools

    "Beautiful things are easier to use" - Don Norman


Page 4 of 17 FirstFirst ... 2345614 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •