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Messages - Nejc Kilar

Pages: 1 ... 75 76 [77] 78 79 ... 84
1141
Gallery / Re: A modern kitchen
« on: 2016-03-05, 10:59:23 »
@filippo.previtali

Thank you, kind Sir :)

1142
[C4D] General Discussion / Re: Grass scattering
« on: 2016-03-04, 23:05:52 »
Deffo worth checking out forester as well. http://www.3dquakers.com

It's very tightly integrated in C4D and has excellent cloner options and a load of in depth tutorial videos.   There's a thread over at cgsociety about it as well, seems to be pretty highly regarded.

I've always hated grass but I get on alright with it now and it plays nicely with the variation shader as well.

slightly offtopic question but does the variance shader work with Corona for things like grass and leafs?

1143
Hardware / Re: Render nodes opinions
« on: 2016-03-04, 23:05:03 »
On my opinion 12-core Xeons are the best choice in price\power balance. We are using X5650 they are chap and easy to find.

For example here in LV you can by one used for aprox 600 EUR un Z800 tower and with somwhere around 24 gb of RAM and with some quadro 2k gpu.

Forgive me for being uneducated but aren't X5650 6 core, 12 thread CPUs?

1144
Hardware / Render nodes opinions
« on: 2016-03-04, 16:27:20 »
Hello everyone,

We are trying to build up a bit of a render farm for ourselves and I'd really appreciate your opinion on our hardware choice. I've been following the hardware trends a lot but lately I got a little lazy so I am unsure whether we are going in the right direction with this. Let me say this again, your opinion is really welcome.

The general idea is to prep a render node that will help with rendering out the final frames (mostly Corona, no GPU rendering yet) . Our workstations spec from 4770s, 4790k and a 12 Core Xeon so we are looking something to complement that existing hardware.

These are the three builds that we came up with:

A)
CPU: Intel Core i7 5960X Octa-Core 3.0GHz (3.5GHz TurboBoost)
Motherboard: Asus
Memory: 32GB Kingston DDR4
Cooling: ORIGIN FROSTBYTE 120 Sealed Liquid Cooling System for 2011 Socket
Video Card: None yet
Storage: 1TB 7200RPM HDD
Power Supply: 650W Corsair RM650

B)
CPU: Intel Xeon E5-2960 v3, 12-core @2.6ghz (3.5ghz turbo) with HT
Motherboard: Asus X99-A
Memory: 64GB Crucial DDR4
Cooling: Phanteks PH-TC12LS + 2x Side Fans 120mm
Video Card: nVidia 960 GTX
Storage: 2TB 7200RPM HDD
Power Supply: 750W EVGA Supernova

C)
CPU: Dual (2x) Intel XEON E5-2687 v3, 10-core @3.1 GHz (3.5ghz turbo) with HT
Motherboard: ASUS Z10PE-D8 WS
Memory: 64GB
Cooling: Dual ORIGIN FROSTBYTE 120 Sealed Liquid Cooling Systems
Video Card: None yet
Storage: 1TB Seagate Solid State Hybrid Drive (SSD / HDD)
Power Supply: 850 Watt Corsair RM850

As you might have noticed these are kind of segmented into price tiers, depending on how much money we will be able to spend. What would be really cool is if someone could tell me if these are efficient, good quality builds by themselves. I'd hate to see us overpay for a CPU that is not considered to be too helpful or if for example the 2960v3 is less bang for the buck compared to say a 2967v3 since those two are in a similar price range.

Thanks! :)


1145
Gallery / Re: A modern kitchen
« on: 2016-03-03, 18:35:50 »
@selant

Hello there! Thank you for the kind words ;)

The floor being used here is actually not a multi-texture but is instead just one texture applied to the single floor plane. I got lucky with this one as the bump map that I derived from the diffuse texture was exaggerated at the right places to create that believable gap look in between the planks.

As for the reflections ... Well... Again, I derived those from the main diffuse texture and what I did was I plugged it into a color correction node, set it to black and white (monochrome) and tuned that into the reflection glossiness slot.

I just rechecked and it appears I didn't plug anything into the reflection map slot but I would suggest you play with that as well as it might give you some really interesting looking effects. What I normally do nowadays is I try putting a slightly darker version of the glossiness map into the reflection map slot.

Of course that in itself is pretty basic. For some wooden floors you can try mixing and matching different dirt textures either in the reflection or the glossiness slots but in general I always use some form of the original diffuse texture in a black and white version in on of the slots for the reflection / glossiness - just to make the reflections "play nice" with the grain shapes. If there are specular textures already provided with the diffuse textures then I like to incorporate those in as well. Layer / Composite maps can really help here.

I hope it helps! :)

1146
[Max] I need help! / Re: Studio shadow catcher / reflection
« on: 2016-02-27, 09:30:50 »
@mikenz, If I get what you are trying to do then just use the background override in the Scene environment tab under Corona render settings :)

1147
Gallery / Re: Coffee shop
« on: 2016-02-22, 10:09:01 »
Seen it on Facebook before and I still really like it. To me you got an interesting composition going and you are balancing it out very nicely with all the details in the right places.

There are a few small issues, like the table in the second image which is mapped a little off and I also think you could have added a wee bit more of details in some areas but then again I really like how some areas are a bigger focus than others in terms of whats going on in the composition.

Bottom line, really nice work man!

1148
Gallery / Re: Slaska Kitchen
« on: 2016-02-22, 10:06:12 »
@SairesArt

Well yeah, I totally agree! I mean I like the style too but for some odd reason it seems a taaad too much. This is of course just a personal opinion and let me just repeat myself, I like it! :P

1149
Gallery / Re: Slaska Kitchen
« on: 2016-02-18, 19:15:15 »
I really like both the modeling and the rendering. Really nice, photorealistic and quite crisp.

Post-production has a style that I really like (in moderation of course) with that old school sort of a look but with that said I think everything is just a little too washed out in its current form. Maybe it is just my screen but I see a lot of this "fog" effect that is probably causing everything to lack a bit of contrast and depth. Sort of like you'd paint a layer of white desaturating effect on top of a LUT tone mapped image.
I'd just like to stress out, I really do digg the quality of this one, it is quite inspiring! Good work man!

1150
[C4D] General Discussion / Re: Decals in Cinema 4D
« on: 2016-02-04, 15:05:34 »
Blend materials good Sir, blend materials ;)

It is not the perfect solution but it is something...

1151
Uhm funny thing, I had this happening on my workstation as well but only when I was using the iGPU as a primary graphic card. Once I got a dGPU from AMD everything started working as expected - meaning when I turned off both of my monitors the windows would not rearrange.

Not sure how or why :)

1152
Just found out about this one.

I really like the direction you took it but if I may put forth a few ideas and suggestions... Maybe easy up on the vignetting effects (suggest it rather than straight out show it) and play a bit around with the sun direction to create a more dramatic scene (although the current one I really do like). I would also consider playing around with the reflections a little bit, to create a bigger impact on those windows (might work, might not).

Thumbs up, Sir!

1153
Gallery / Re: White Bedroom
« on: 2016-01-28, 18:22:20 »
Really like the work!

1154
[Max] I need help! / Re: DEL key not working 3Ds Max
« on: 2016-01-28, 18:09:15 »
maybe your key binds got changed :)

1155
[Max] I need help! / Re: Juice in a Glass - Free C4D Scene
« on: 2016-01-27, 10:56:24 »
I think geometry might be the best way to go about doing the droplets, at least thats what I think people do in general. Maybe if you'd play around with the lighting a bit to accentuate the SSS and the highlights you'd get different results...

Just thinking out loud here :)

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