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<title>kristovaher's CGPortoflio Gallery</title>
<link>http://kristovaher.cgsociety.org/gallery/</link>
<description>kristovaher's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>mental ray irradiance test</title>
	<link>http://kristovaher.cgsociety.org/gallery/624343</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1208968073_small.jpg"><br><br>mental ray importons and irradiance particles test render, physically correct environment and linear workflow, image was rendered out in HDR and edited in post. Subtle photographic effects such as vignetting, chromatic aberration, depth of field and glare were all added in post with less-is-more approach.]]>
	</description>
	<pubDate>Wed, 23 Apr 2008 16:27:56 +0000</pubDate>
	</item>
	<item>
	<title>Lighting test</title>
	<link>http://kristovaher.cgsociety.org/gallery/618897</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1207762316_small.jpg"><br><br>Lighting test with the demo of 3ds Max 2009, barely have enough time for tests these days, but this was a quick test in a modified Evermotion classroom scene, again testing mr ProMaterials and new lighting options.]]>
	</description>
	<pubDate>Wed, 09 Apr 2008 17:31:57 +0000</pubDate>
	</item>
	<item>
	<title>ProMaterials test</title>
	<link>http://kristovaher.cgsociety.org/gallery/619094</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1207810279_small.jpg"><br><br>A little render test with Max 2009, testing out ProMaterials basically, in this picture, plastic. Different plastic ProMaterial settings are used for floor, the disc transparent and non-transparent parts and the same with the box. Disc itself is a bit too small though, but as for realism, I'm quite satisfied with ProMaterials so far.]]>
	</description>
	<pubDate>Thu, 10 Apr 2008 06:51:22 +0000</pubDate>
	</item>
	<item>
	<title>Playmate (subtle nudity)</title>
	<link>http://kristovaher.cgsociety.org/gallery/567302</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1196379581_small.jpg"><br><br>This started originally as my research-study into mental ray subsurface scattering solutions on a Poser exported mesh. After trying out various material trees and tweaking texture maps, I ended up rendering a wallpaper image and here we are. The mesh itself is Daz' Victoria, using slightly tweaked textures, rendered with mental ray in a custom built environment.<br />
<br />
Since I mentioned making it a wallpaper, by a collegues request I made a handful desktop resolutions for it for those interested:<br />
<br />
ttp://www.waher.net/playmate_1600_1200.jpg <br />
http://www.waher.net/playmate_1280_1024.jpg <br />
http://www.waher.net/playmate_1280_960.jpg <br />
http://www.waher.net/playmate_1024_768.jpg<br />
<br />
It's easy on the eye, so here you go.Comments, crits and feedback is always welcome. Cheers <img src="http://forums.cgsociety.org/images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" />]]>
	</description>
	<pubDate>Thu, 29 Nov 2007 23:39:44 +0000</pubDate>
	</item>
	<item>
	<title>Production Shader test</title>
	<link>http://kristovaher.cgsociety.org/gallery/569824</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1196957477_small.jpg"><br><br>Was teaching the basic use of matte production shader and building a proper scene when using such shaders to a friend of mine. Aka handling the most raw problems possible, when not having HDR nor any actual reference marks on the photo. ]]>
	</description>
	<pubDate>Thu, 06 Dec 2007 16:11:20 +0000</pubDate>
	</item>
	<item>
	<title>Photographic Flaws post-workflow test</title>
	<link>http://kristovaher.cgsociety.org/gallery/564312</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1195687427_small.jpg"><br><br>My second test in producing flaws of photography and badly taken picture in 3D render and post-editing. In post the gamma, staturation and exposure have been adjusted (from HDR render) along with vignetting, chromatic aberration, subtle ISO noise have been added.]]>
	</description>
	<pubDate>Wed, 21 Nov 2007 23:23:48 +0000</pubDate>
	</item>
	<item>
	<title>Cruisin' Fishes</title>
	<link>http://kristovaher.cgsociety.org/gallery/552456</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192906127_small.jpg"><br><br>This was one of my first more 'serious' attempts at rendering a gallery image with mental ray, testing out it's materials and capabilities while trying to pull it off in a somewhat exotic setting, mixing cartoon and underwater. In creative look, quite a bit has been influenced by Nemo and similar CGI cartoons.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 18:48:54 +0000</pubDate>
	</item>
	<item>
	<title>Simple banner theme</title>
	<link>http://kristovaher.cgsociety.org/gallery/555622</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1193692703_small.jpg"><br><br>A simple and rather quick render produced for a new estonian forum based CG community, mental ray used for rendering. Also tried out various parameters of Ocean Lume shader.]]>
	</description>
	<pubDate>Mon, 29 Oct 2007 21:18:25 +0000</pubDate>
	</item>
	<item>
	<title>DoF, Glare test</title>
	<link>http://kristovaher.cgsociety.org/gallery/552909</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1193033379_small.jpg"><br><br>A simple glare and depth of field study. Also used the skyportals and photographic exposure to compare various elements.]]>
	</description>
	<pubDate>Mon, 22 Oct 2007 06:09:41 +0000</pubDate>
	</item>
	<item>
	<title>Lost - rendering test</title>
	<link>http://kristovaher.cgsociety.org/gallery/552498</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192910043_small.jpg"><br><br>A simple scene I built while teaching basics of mental ray to a friend of mine. Went over Ambient Occlusion, Global Illumination, Final Gather, Glare and A&amp;D materials.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:54:05 +0000</pubDate>
	</item>
	<item>
	<title>mental ray render speed test</title>
	<link>http://kristovaher.cgsociety.org/gallery/552452</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192905811_small.jpg"><br><br>Original scene file from 3ds max Materials and Samples dvd:<br />
MR_LightGallery_Max6.max (by Joseph Kosinski KDLAB, Inc.)<br />
<br />
The scene was rebuilt for testing purposes back when Sun&amp;Sky solution became available with mental ray and 3ds Max. The idea was to get a decent quality render at 1280 width resolution with a 2Ghz 1Gb RAM personal computer, while having render time less than one hour. After numerous tweaking and testing the final result took only thirty minutes of rendering time.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 18:43:33 +0000</pubDate>
	</item>
	<item>
	<title>AK4 soldiers</title>
	<link>http://kristovaher.cgsociety.org/gallery/552482</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192908936_small.jpg"><br><br>Low polygon soldier models for a military simulations project, their texture and bump map applied. A simple render that was used to present the models to the client.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:35:37 +0000</pubDate>
	</item>
	<item>
	<title>Porcelain Room - mr render test</title>
	<link>http://kristovaher.cgsociety.org/gallery/552457</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192906326_small.jpg"><br><br>A basic scene setup I used to teach a colleague in basics of mental ray, covering all four layers one after another. From Ambient Occlusion to Global Illumination to Final Gather and Post Effects (like Glare).]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 18:52:08 +0000</pubDate>
	</item>
	<item>
	<title>Aphrodite Leaving Earth</title>
	<link>http://kristovaher.cgsociety.org/gallery/552473</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192908250_small.jpg"><br><br>A rather raw render that's composed of two various things I tried my hands on during my self-paced learning of mental ray rendering system. One was learning the material options of mental ray, trying to achieve a material that builds this gritty planet Earth and moon itself, another was spicing the image up with a custom design spaceship I named Aphrodite. Overall a rather simple image that would require more work, something I later on simply didn't have time to do.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:24:12 +0000</pubDate>
	</item>
	<item>
	<title>Sun&Sky rendering test</title>
	<link>http://kristovaher.cgsociety.org/gallery/552477</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192908722_small.jpg"><br><br>This was one of the first Sun&amp;Sky rendering tests I made, after which I absolutely fell in love with mental ray.Though light portals did not exist back then yet, the solution was still quite fast and the light around the whole room rendered really well without needing long time of tweaking. I also loved how glass subtly reflected the statues in the final image. The render has no post editing applied.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:32:03 +0000</pubDate>
	</item>
	<item>
	<title>Hebe Statue - photorealism rendering test</title>
	<link>http://kristovaher.cgsociety.org/gallery/552464</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192907114_small.jpg"><br><br>Another test render as part o my mental ray studies, statues mesh and textures part of mesh collection cd's. Note the subtle quality of mental ray deep lighting solution and how ambient occlusion and global illumination, together with final gather light the statue itself.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:05:15 +0000</pubDate>
	</item>
	<item>
	<title>Armored Group low polygon models</title>
	<link>http://kristovaher.cgsociety.org/gallery/552466</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192907342_small.jpg"><br><br>Three models created for military simulations project, a BTR, T-90 main battle tank and BMP. Low polygon models with bump maps. Image is rendered in mental ray.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:09:05 +0000</pubDate>
	</item>
	<item>
	<title>Tigers</title>
	<link>http://kristovaher.cgsociety.org/gallery/552497</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192909714_small.jpg"><br><br>Render of a model I speed-modeled in one evening, its historically inaccurate model of a german Tiger tank, rendered through Brazil r/s.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:48:35 +0000</pubDate>
	</item>
	<item>
	<title>Babylon 5 - fan created mesh and render</title>
	<link>http://kristovaher.cgsociety.org/gallery/552492</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192909283_small.jpg"><br><br>Recreation of Babylon 5 space station, based on the television series Babylon 5.<br />
<br />
This is easily my oldest work posted here in the gallery. It's rendered in pure scanline of 3ds max 4, materials really basic though the model itself was the most detailed recreation of Babylon 5 television series space station at the time (and one of it's versions is even today downloadable for free from B5 fansites).]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:41:26 +0000</pubDate>
	</item>
	<item>
	<title>Shop Fo' Life</title>
	<link>http://kristovaher.cgsociety.org/gallery/552493</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192909476_small.jpg"><br><br>A really old render of a simple scene back from the days I first played around with 3ds Max demo, influenced strongly by the computer roleplaying games of the 90s.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:44:38 +0000</pubDate>
	</item>
	<item>
	<title>Chesspawns with exotic materials</title>
	<link>http://kristovaher.cgsociety.org/gallery/552472</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192908027_small.jpg"><br><br>Rendered back when I began with mental ray, I tested out various options available under mental ray to render images and especially materials the way I wanted. This is an example of blending one material with another depending on what angle the surface is from the camera, allowing for this fantasy like beauty for the rather cartoonish chesspawns.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:20:28 +0000</pubDate>
	</item>
	<item>
	<title>Light Dispersion - render test</title>
	<link>http://kristovaher.cgsociety.org/gallery/552469</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192907784_small.jpg"><br><br>Being frustrated at mental ray not being able to render out light dispersion I ended up finding a solution from the internet. Basically, three images are rendered, all three renders having slightly different Index of Refraction (and as a result, slightly different angle how light travels through the material). Channeling each of those three renders to Red, Green and Blue and then combining them the dispersion comes out realistically, making the material look photorealistic and not CGI anymore.<br />
Same can be achieved with anisotropic materials, however there the anisotropy is what needs to be slightly changed for different channels.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:16:26 +0000</pubDate>
	</item>
	<item>
	<title>Dusty Surface - mental ray material test</title>
	<link>http://kristovaher.cgsociety.org/gallery/552467</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192907515_small.jpg"><br><br>Simple material render of a surface where data from Ambient Occlusion is used to determine accessibility of a surface and gathering of dust.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 19:11:55 +0000</pubDate>
	</item>
	<item>
	<title>Map of Mythador</title>
	<link>http://kristovaher.cgsociety.org/gallery/552461</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192906770_small.jpg"><br><br>An illustration/art map made for a game development project I used to work on (Dawn of Fantasy, Reverie World Studios INC). A simple illustration then rendered in 3ds max for height details and main shading, then shaded again in post.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 18:59:32 +0000</pubDate>
	</item>
	<item>
	<title>Cornell Box</title>
	<link>http://kristovaher.cgsociety.org/gallery/552458</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/39709/39709_1192906471_small.jpg"><br><br>My first try on every rendering enthusiasts goals to render Cornell Box. This was rendered in mental ray, subtle glare was added in post and was not part of the original render.]]>
	</description>
	<pubDate>Sat, 20 Oct 2007 18:54:33 +0000</pubDate>
	</item>
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