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June 23, 2011
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Trianon 2K10 P21 WIP 01 by shtl Trianon 2K10 P21 WIP 01 by shtl

Scene animation WIP preview #1 here on my vimeo chan: [link]

Scene animation WIP preview #2 here on my vimeo chan: [link]

Meka rig animation WIP preview #3 here on my vimeo chan: [link]

Meka rig animation WIP preview #4 here on my vimeo chan:[link]

UP 2011 07 08 :
New short WIP video here (vimeo) [link]
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Alejandro-Mirabal May 10, 2012  Professional Digital Artist
great gallery
shtl May 13, 2012  Professional Digital Artist
Thanks! You're doing great too (y)
originalmoron Jul 2, 2011  Hobbyist Digital Artist
I like the dark and almost scary feel to this render. Nice :) Interesting discussion about different progs you two have as well :)
shtl Jul 3, 2011  Professional Digital Artist
Hey Thor! Thanks!
Am working on animation now. Testing two rendering softwares actually.
work work work
gat-art Jun 23, 2011  Hobbyist Digital Artist
On the technical aspect, that noise, is it from the AO? This looks like a progressive render engine due to the realism, however I did notice some flickering at the beginning which suggests this may be photon mapping. Either way I am surprised how the noise just seems to follow the camera like a filter (unless itsa filter lol). Everything is epic btw
shtl Jun 24, 2011  Professional Digital Artist
Thank you.

Well I don't really know ^^

If I understood correct, it is hybrid rendering (Vray) :
it use a primary unbiaised looking solution, and since in light cache the refining can be very long/slow,
it switches to a faster biaised solution based on the first one to complete rendering.
So it's faster than real unbiaised and allow more cheats.

What I can say is that for animated object and GI, for net render (house renderfarm of 3 computers),
I choose a Light cache solution for primary renderer, and brute force GI for secondary (quasi montecarlo),
so I don't have to go the prepass way you'd need with for example LC+IR (but wich is at the end faster tahn Brut Force).

Indeed I am often used to add noise in postprod on my images, because I like the old school look, rough style.
So for tests renders I keep LC very low (500) as well as brut force subdivision (4, or 2),
and a draft Antialiasing (1.1). Also they are many area lights that produce area shadows.
They are extremly slow to render, but make sharper shadows.
So I lowered the division to 6 on my tests, wich produces a lot of grain.
Standard is 8, usually you tend to make it 12.

For a test render, ▒2 minutes is allready very slow,
but within a night rendering I can see in the morning what my animation will look like.
It's like an "impressionist" preview of the images, that focuses on atmosphere nore details. I really Love it !
Actually I almost prefere the rough look of tests renders than the final rendering, way too clean for my taste.
So maybe I'll finally keep a rough settings setup for final animation, wich might also save days of rendering ! ;)
gat-art Jun 25, 2011  Hobbyist Digital Artist
Ohhhh that explains a lot. I was not aware Vray had that technology to combine approximate and progressive passes. I don't think I fully understood when it chooses to switch between each type.

Does Vray have GPU accelerated rendering? Because Cycles and SmallLuxGPU, as well ass LuxRenderer use progressive render faster with GPU than what you described. For example check out Cycles: [link]
shtl Jun 25, 2011  Professional Digital Artist
Yes that I know. Many render engines uses GPU acceleration, with some time very impressiv results obviously :) (also orion, octane and so on…)
VrayRT (RealTime) only for 3Dsmax at the moment. (I'm cinema4d).
Btw they are many dicussions about GPU rendering. One of the most famous is this one:
Very very interressing. GPU may not be the graal some people think it is? But maybe indeed a combination, just like approximate and progressive, might be some day best of both world?
gat-art Jun 26, 2011  Hobbyist Digital Artist
I think so too! However, that video did not do it justice, I mean, Modo is a beast of a renderer, no one comes close to it, but GPU path tracing is easy to accomplish. Personally, I use a lot of free software like blender and I would love to own Modo and Vray, but not for the price they are asking. In the end it all comes down to cost and learning time for me.
shtl Jun 30, 2011  Professional Digital Artist
Bah! At the end, no matter what tool you use, most important is how it serve you. When you start to invest into render power, it is endless ^^' At the end, most important ain't the result but the pleasure you get while doin' it, and the pleasure the image shares to others, don't you think so? :)

And blender is a very great programm from what I've seen from it.

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