AccuRender nXt

advanced rendering for AutoCAD

Comment by Jorge Javier Lara Domínguez on November 2, 2012 at 6:37pm

Exelente pasto! Como lo lograste? Saludos

Comment by kingjin on November 2, 2012 at 8:05pm

George Ioannidis, very good , very realistic , this is how to make ? Thank you for sharing .

Comment by akinlolu olugboji on November 3, 2012 at 12:27am

The Plant Editor of Nxt I believe can do this.

Comment by George Ioannidis on November 3, 2012 at 1:42am

I am very interested Akin. Do you have any such grass plant? If yes, please would you mind to share?

This is done using particles in Blender, then exported as OBJ to NXT. Pretty straightforward and for me enough convincing grass. I was unable to create something like that in plant editor.

Comment by George Ioannidis on November 3, 2012 at 1:49am

Addition:

Suitable for any kind of "furry" things like fluffy carpets, hair etc.

Drawback:

Mid level knowledge of Blender3D required. Nothing really difficult though :)

Comment by akinlolu olugboji on November 3, 2012 at 2:50am

Here are some you could tweak to taste. And for furry stuff like carpets I do the displacement route.

Comment by Marc Chaumier on November 3, 2012 at 3:44am

It will be nice that nXt include a simple particle tool, a little bit like groundcover, but I imagine it's something I will never see in my life...

Nevertheless I know that EVERY nXt user need it so bad...

Comment by George Ioannidis on November 3, 2012 at 2:04pm

Thanks Akin for plant files. It intrigues me a lot, so I did a test. I assigned NXT groundcover to a mesh, the same mesh as with "particle grass storm" :D. Both models were rendered using same settings, same resolution, on the same machine. The result was unexpected! See attached pictures. Though the number of polygons in OBJ grass was almost 3X higher, rendering time difference was really abyssal! 0:14:03 to 5:13:08, that is more than 22X longer in case of groundcover! The result wasn't exactly what I was expecting, but it must be something with refractive bounces, which I didn't set higher for the groundcover version. Nevertheless I think it was not responsible for such a vast time difference.

Comment by George Ioannidis on November 3, 2012 at 2:09pm

As I was writing this post, I did rendering with raised value in refracted bounces. It solved the alpha transparency shown black problem but not the long time problem. Still desperately slow.

Comment by akinlolu olugboji on November 3, 2012 at 3:13pm

You might need to tweak the variables in Plant Editor. You can start with the density. This should help bring down rendering time.

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