Cycles (the new Blender renderer) has an awesome ability to chew through Geometry.
It leverages the power of your video card to perform floating-point operations
(in parallel, no less) and performs really well (but your screen will be locked
up completely, as your GPU is busy with other things).

So it seemed to be time to really get to grips with it. I used this tutorial:

After 50 passes, there was still grain, here after 150 passes some remains.
It might be possible to increase the number of passes to fix these 'fireflies'
but the scene looks okay with a few.

Conclusion: materials with nodes are tricky, also Cycles is still changing.
I think I'll stick with Blender Internal for now, but Cycles is impressive.

[Best viewed at 100%, there are actually some boots back there!]

7 comments so far...

turmalin September 16, 2012, 01:08 PM
mramshaw September 16, 2012, 10:12 PM
Thanks, mostly proves I can follow instructions!
turmalin September 17, 2012, 08:51 AM
I have worked a little with an old version of blender a while ago. My PC has only integrated graphic card. My Budd-Icon is one of my best renderings.
sailsire September 17, 2012, 07:54 PM
Great! :)
mramshaw September 23, 2012, 09:32 PM
@sailsire, thanks!

@turmalin, thanks for the Fav, also your icon looks great!

Edouard de Castro January 07, 2013, 08:22 PM
cool! ... who needs a camera!? ;-)
mramshaw January 09, 2013, 11:33 PM
Well, modelling this stuff could take a fair chunk of time.

On the other hand, taking this picture with a camera would
be very hard too, definitely a candidate for HDR simply due
to the range needed.

sRGB is also very limiting, here I've tried to get the dynamic
range correct without resorting to using 'Bloom'. It was a fun
exercise, certainly interesting to come at lighting from the other
way around.

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