Author Topic: forestpackforest, or: why I love vertexColors :)  (Read 19089 times)

2013-06-12, 19:13:20

racoonart

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I finally had some time to test the new vertexColor map support (woohooo, awesome!) . The scene is pretty old by now, but it wasn't possible to render it in Corona up to this point.
Rendertime is 38min (78 passes) on my dual xeon E5530 machine. I'm sure it would still be noisy in animation but it's ok for a still image.
Hope you like it :)

P.S. Dof is post-dof (no need for 3d dof here imho)
« Last Edit: 2013-06-12, 19:15:06 by DeadClown »
Any sufficiently advanced bug is indistinguishable from a feature.

2013-06-12, 19:30:08
Reply #1

maru

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It's a photo.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-06-12, 19:32:17
Reply #2

jjaz82

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OMG.. this is perfect.. compliments :D
i noticed an haze effect.. how can you simulate that? :)

2013-06-12, 19:34:47
Reply #3

sv3dalex

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2013-06-12, 19:36:34
Reply #4

Polymax

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Professionally!
Corona - the best rendering solution!

2013-06-12, 19:36:44
Reply #5

racoonart

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Thanks guys :)

The haze/fog is postwork, it's done with a world-position renderelement (+ 3d camera) and eyeon fusions fog tool. It's pretty simple actually, but useful :)
Any sufficiently advanced bug is indistinguishable from a feature.

2013-06-12, 19:37:47
Reply #6

jjaz82

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2013-06-12, 19:46:14
Reply #7

ecximer

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Unforgettably!
sorry for my english

2013-06-12, 19:52:00
Reply #8

hglr123

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2013-06-12, 19:56:12
Reply #9

Ludvik Koutny

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Actually, in this case, 3D dof would help a bit as there are foreground elements overlapping background elements. And with 5DHD sampler it really should not take that long :) I am curious if you could try to enable DoF here without changing any other settings, let it render for same time, and check if it comes out with worse quality ;)

Forestpack guy mailed me a few days back asking me if my autumn forest render is done in forestpack. I had to say no, but i think they are desperate for pictures, so you could send it to them, and it could be a good promo for both you and corona.

Picture itself is really amazing.

Oh, and disabling sun in reflections and refractions now works correctly, so you can disable sundisc reflections to get rid of those hard bright hotspots if you ever encounter them. This scene might not be the case, but overall, in natural scenes, they like to appear a lot ;)

2013-06-12, 20:45:18
Reply #10

racoonart

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Actually, in this case, 3D dof would help a bit as there are foreground elements overlapping background elements. And with 5DHD sampler it really should not take that long :) I am curious if you could try to enable DoF here without changing any other settings, let it render for same time, and check if it comes out with worse quality ;)

*sigh* :D ok, I'll do a test with 3d dof ;)

Forestpack guy mailed me a few days back asking me if my autumn forest render is done in forestpack. I had to say no, but i think they are desperate for pictures, so you could send it to them, and it could be a good promo for both you and corona.

I already have an image in the itoo gallery (no corona unfortunately) I'll post it on facebook later with a little
nudge to itoo ;)

Oh, and disabling sun in reflections and refractions now works correctly, so you can disable sundisc reflections to get rid of those hard bright hotspots if you ever encounter them. This scene might not be the case, but overall, in natural scenes, they like to appear a lot ;)

I increased the Sun disc size, that's why it works pretty well i guess :) The highlights on all those leafs should be sun reflections.
Any sufficiently advanced bug is indistinguishable from a feature.

2013-06-12, 21:50:10
Reply #11

lacilaci

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2013-06-12, 22:28:11
Reply #12

michaltimko

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FAPtastic

Coronaut!(c)2011

Supporting Corona in commercial projects since pre-alpha

2013-06-12, 22:32:43
Reply #13

patoaltaco

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2013-06-12, 22:50:26
Reply #14

racoonart

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Thanks a lot :)

Ok, i made a little comparison. normal vs. +3dDof, same amount of passes, same rendertime
As Rawalanche said, pretty much the same result actually. Sure, dof is not as clean as post-dof (would be pretty strange otherwise) but it's working. For me, postdof is still a better choice in this case since i can alter it afterwards in realtime.

Any sufficiently advanced bug is indistinguishable from a feature.