geometry
One of the sample projects that come with MOSAIC showing geometry types.
Date: 08/01/2009
Views: 243
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materials
One of the sample projects that come with MOSAIC showing material and shader setups.
Date: 08/01/2009
Views: 259
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motionblur
One of the sample projects that come with MOSAIC showing transform and mesh motion blur.
Date: 08/01/2009
Views: 171
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raytrace
One of the sample projects that come with MOSAIC showing simple raytracing setup.
Date: 08/01/2009
Views: 104
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lights
One of the sample projects that come with MOSAIC showing lamp setups.
Date: 08/01/2009
Views: 101
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3Delight_advanced
Advanced techniques using hand written custom code fragments in MOSAIC using 3Delight (includes geometry area lights, displaced blurry refection and refaction, raytraced, caustics, sub surface scattering, noisy volumetric fog, procedural textures).
Date: 08/01/2009
Views: 320
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test_geometry
The simple base SDS mesh used for example.
Date: 08/01/2009
Views: 78
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test_displace
Example of simple displacement on SDS mesh.
Date: 08/01/2009
Views: 74
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test_normal
Example of simple normal map on SDS mesh.
Date: 08/01/2009
Views: 88
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test_normal_displace
Example of displacement and normal map combined on SDS mesh.
Date: 08/01/2009
Views: 81
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killeroo-LUCILLE
lucille_occlusion-(2.2ghz_Core2@8hrs)killeroo This was a test to see how many polygons I could throw at MOSAIC and Lucile 8) This contains 1987512 polys, exported in 20secs and rendered in 8 hours.
Date: 08/01/2009
Views: 87
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lucille_ibl_killeroo
Another test with Lucille, this time with HDRI IBL using the ever present grace lightprobe.
Date: 08/01/2009
Views: 89
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lucille_occlusion-(2.2ghz_Core2@faces-1987512_export-20secs_render-8hrs)killeroo
lucille_occlusion-(2.2ghz_Core2@8hrs)killeroo This was a test to see how many polygons I could throw at MOSAIC and Lucile 8) This contains 1987512 polys, exported in 20secs and rendered in 8 hours.
Date: 08/01/2009
Views: 95
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killeroo-3DELIGHT(1core@3ghz_P4_4gig@2.3hrs)
killeroo-3DELIGHT(1core@3ghz_P4_4gig@2.3hrs). Soft raytraced shadows and raytraced occlusion using raytraced displacements and normal map.
Date: 08/01/2009
Views: 170
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killeroo-AIR(1core@3ghz_P4_4gig@2.7hrs)
killeroo-AIR(1core@3ghz_P4_4gig@2.7hrs). Soft raytraced shadows and raytraced occlusion using only normal map (either diplace or normals with AIR).
Date: 08/01/2009
Views: 159
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killeroo-AQSIS(1core@3ghz_P4_4gig@1.3hrs)
killeroo-AQSIS(1core@3ghz_P4_4gig@1.3hrs). Soft shadow mapped shadows and depth mapped occluion using displacements in map pass.
Date: 08/01/2009
Views: 161
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killeroo-PIXIE(11cores@1.8ghz_athlon_512meg_farm@35mins)
killeroo-PIXIE(11cores@1.8ghz_athlon_512meg_farm@35mins). Soft raytraced shadows and raytraced occlusion using raytraced displacements and normal map.
Date: 08/01/2009
Views: 179
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killeroo-BLENDER(2cores@2.2ghz_duo2_4gig@10.6hrs)
killeroo-BLENDER(2cores@2.2ghz_duo2_4gig@10.6hrs). Raytraced distant light with ambient occlusion using high density SDS mesh with displacement and normal map.
Date: 08/01/2009
Views: 166
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killeroo-GELATO(2cores@2.2ghz_duo2_4gig-GeForce8500GT_512meg@1.1hrs)
killeroo-GELATO(2cores@2.2ghz_duo2_4gig-GeForce8500GT_512meg@1.1hrs). Soft raytraced shadows and raytraced occlusion using raytraced displacements and normal map.
Date: 08/01/2009
Views: 149
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raytraced_blurry_reflection
Test of raytraced blurry reflection and refraction with caustics in Pixie.
Date: 08/01/2009
Views: 185
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pointocclusion
Test of point based ambient occlusion with heavy displacement in Pixie. Produces alot of ring like imperfections that the Pixie devs are trying to resolve. Much faster then raytraced occlusion with displacements though!
Date: 08/01/2009
Views: 147
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zdepth_sss_plastic-PIXIE(2.2hgzCore2@1.3mins)
This is a test of both the shadow mapping utility of MOSAIC but also of a zdepth SSS shader code I plan on integrating into MOSAIC :) This technique is MUCH faster then raytracing methods this was rendered with Pixie on a 2.2hgz Core2 in 1.3mins.
Date: 08/01/2009
Views: 140
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depthmap_sss
Test implementation of depth map based sub surface scattering with displacements using Pixie (very fast all passes rendered in just 3 minutes).
Date: 08/01/2009
Views: 196
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complex_sss-AQSIS(2cores@2.2ghz_duo2_4gig@5mins)
complex_sss-AQSIS(2cores@2.2ghz_duo2_4gig@5mins) Thanks to some helpful pointers from the kind developers at Aqsis I have successfully integrated complex SSS into MOSAIC's default shaders :)
Date: 08/01/2009
Views: 217
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mapping_tutorial
This is a render from the mapping tutorial of the MOSAIC feature ramblings blog posts. This scene was specifically designed and rendered by Aqsis :)
Date: 08/01/2009
Views: 115
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mapped_blurry_fresnel_refl_refr_sss-PIXIE(2.2ghz_duo2_4gig@15mins)
This scene is NOT using any raytracing... instead its just using very fast and simple shadow, caustic, environment refl/refr, SSS, IBL occlusion mapping. Compared to raytracing this can be very fast and obviously looks good enough depending on the require
Date: 08/01/2009
Views: 240
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layered
Just a freaky test to see how well Aqsis's layered shader concept will work for combining integrated shaders (such as the SSS, occlusion or env maps of MOSAIC's shaders) with custom procedural shaders (such as layered procedural displacements, ect).
Date: 08/01/2009
Views: 182
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skin_sss-PIXIE(2.2ghz_duo2_4gig@12mins)
Very early initial tests with using SSS shader for skin :) This is using only shadow maps (1 spot and 32 occlusion lights), and has no mapping just flat color. This has helped me to stress test the shader for streamlining and parameter setups. Next step w
Date: 08/01/2009
Views: 125
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bird
This is an early Big Buck Bunny test export of bird without fluff particles, or textures.
Date: 08/01/2009
Views: 106
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squirrel
This is an early Big Buck Bunny test export of squirrel without textures.
Date: 08/01/2009
Views: 165
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modified_transp_shader
This is a test of a reflection/refraction shader with texture decal support.
Date: 08/01/2009
Views: 109
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cube_planar_diffusion_mapping-3DELIGHT(4core@2.4ghz_Cord2duoQuad_8gig@35seconds)
This is a simple test of GI using cube and planar environment maps. This technique is simple and extremely fast plus the maps can be reused for reflection and refraction mapping. This scenes direct lighting is using a faked area light of 40 shadow mapped
Date: 08/01/2009
Views: 341
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projector
This is a test of the soft projection feature added to MOSAIC's built-in light shader.
Date: 08/01/2009
Views: 130
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softtest
This is a test of the soft shadow map feature added to MOSAIC's built in light shader. This simulates soft raytraced shadows with a depth map. This is considerably faster then raytracing especially when dealing with displacments, reflection/refraction, vo
Date: 08/01/2009
Views: 275
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softcaustic
This is an example of using fake soft shadows to fake a focused caustic effect using depth maps.
Date: 08/01/2009
Views: 175
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fisheye_100_0
This is one frame (100deg lens 0deg rotation) of an fisheye lens distortion animation testing MOSAIC's ability to setup custom render passes and integrate into Blender's work flow. Pipeline wise its testing animation coordinated in Blender's compositor al
Date: 08/20/2009
Views: 430
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fisheye_200_90
This is one frame (200deg lens 90deg rotation) of an fisheye lens distortion animation testing MOSAIC's ability to setup custom render passes and integrate into Blender's work flow. Pipeline wise its testing animation coordinated in Blender's compositor a
Date: 08/20/2009
Views: 291
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fisheye_360_180
This is one frame (360deg lens 180deg rotation) of an fisheye lens distortion animation testing MOSAIC's ability to setup custom render passes and integrate into Blender's work flow. Pipeline wise its testing animation coordinated in Blender's compositor
Date: 08/20/2009
Views: 278
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fisheye_200_270
This is one frame (200deg lens 270deg rotation) of an fisheye lens distortion animation testing MOSAIC's ability to setup custom render passes and integrate into Blender's work flow. Pipeline wise its testing animation coordinated in Blender's compositor
Date: 08/20/2009
Views: 262
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haze1
This is a frame from a test animation demonstrating the use of image based techniques for 3d volume noise, volume shadows raymarching, object to object color bleed, object to volume color bleed, fake soft shadows and finally sub surface scattering. In oth
Date: 09/05/2009
Views: 220
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haze28
This is a frame from a test animation demonstrating the use of image based techniques for 3d volume noise, volume shadows raymarching, object to object color bleed, object to volume color bleed, fake soft shadows and finally sub surface scattering. In oth
Date: 09/05/2009
Views: 119
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haze48
This is a frame from a test animation demonstrating the use of image based techniques for 3d volume noise, volume shadows raymarching, object to object color bleed, object to volume color bleed, fake soft shadows and finally sub surface scattering. In oth
Date: 09/05/2009
Views: 115
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layers_combined
This is a test render meant to utilize every render layer but also showing off a myriad of image based rendering tricks using nothing but env and depth maps.
Date: 09/15/2009
Views: 464
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layers_collage
This is a collage of all render layers that make up the combined image. These layers where exported into a single OpenEXR file and then loaded and recombined with Blender's composite editor.
Date: 09/15/2009
Views: 485
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layers_nodes
Here's a screen grab of the node setup in Blender used to combine the layers.
Date: 09/15/2009
Views: 905
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photon_passes
This is the first of three test renders using different methods within MOSAIC for caustics and GI. This one is using Pixie's photon mapping for both and then combined with an irradiance caching. I should also note that smoother results particularly in cor
Date: 11/27/2009
Views: 236
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point_passes
This is the second of three test renders using different methods within MOSAIC for caustics and GI. This one is using Pixie's point GI combined with photon mapped caustics. This is by far the best method when combined with raytracing for ease of setup and
Date: 11/27/2009
Views: 191
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env_passes
This is the third of three test renders using different methods within MOSAIC for caustics and GI. This one is using 3Delight for good old fashioned environment maps and depth maps, however they are used in a variety of tricks to fake soft shadows, causti
Date: 11/27/2009
Views: 306
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mosaic_skin
Another simple test skin shader this time using the depth map SSS built into MOSAIC's shaders for Blender. Scene using two lights both with midpoint passes for shadows and min passes for SSS pluss 92 occlusion passes, all passes including beauty rendered
Date: 12/29/2009
Views: 472
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ray_area
This is an example of area lighting using ray tracing in 3Delight, this took 8 minutes using (2) 2.4ghz cores.
Date: 01/14/2010
Views: 116
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point_area
This is an interesting trick using point clouds to fake area lighting, much much faster then raytracing. This took 1.7 minutes in Pixie using (4) 2.4ghz cores.
Date: 01/14/2010
Views: 123
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env_area
This is a cool trick using a variation of env maps for GI but applied to area lighting. Using Aqsis this only took 40 seconds all passes with just (1) 2.4ghz core (Aqsis is not threaded)
Date: 01/14/2010
Views: 269
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3dlight_fur
Another BBB hair test this time with the new integration to Blender's strand settings. Rendered in 3Delight with deep shadows.
Date: 01/14/2010
Views: 282
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