Author Topic: Summer mood  (Read 11478 times)

2015-07-14, 09:21:08

Nekrobul

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Free time project done yesterday.



C&C are welcome

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Updated version



« Last Edit: 2015-07-15, 09:30:16 by Nekrobul »
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2015-07-14, 09:28:15
Reply #1

Ludvik Koutny

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That hipster guy model is so overused it's actually start to ruin images, I am afraid. The image would look better without him :) Also forest could use some more bushes and shrubs to make trees feel bit more grounded... and i would also go easier on water bump :)

2015-07-14, 09:33:01
Reply #2

Nekrobul

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May be you're right.

I ll try to come up with some improvements tomorrow.

And it was a big mistake to place it for render only on one pc -_-
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2015-07-14, 11:11:11
Reply #3

maru

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I agree with Rawa, more vegetation + the guy looks huge, or the door is small, and also what really distracted me is that the flying curtain is "pointing" towards the center of the image, I think it would look much better if it was mirrored, but I may be wrong. I like the overall mood and color contrast. It looks like a shot from a thriller when something bad is about to happen. ;) Maybe a little more free space to the left would be nice.

And it was a big mistake to place it for render only on one pc -_-
Why is that? Was the rendering slow? It doesn't look like a heavy scene.
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2015-07-14, 11:55:25
Reply #4

Nekrobul

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I agree with Rawa, more vegetation + the guy looks huge, or the door is small, and also what really distracted me is that the flying curtain is "pointing" towards the center of the image, I think it would look much better if it was mirrored, but I may be wrong. I like the overall mood and color contrast. It looks like a shot from a thriller when something bad is about to happen. ;) Maybe a little more free space to the left would be nice.

And it was a big mistake to place it for render only on one pc -_-
Why is that? Was the rendering slow? It doesn't look like a heavy scene.

It was about 12h for 356 pases on my i7 3930K somwhere around 56-59k saples\s i think it was because of opacity on those trees.

I was lasy enough not to fih the textures on them (decrease resolution and calibrate them so there would be only 255 white and 0 white)

And too lasy to prepare the distributed render with 3 slave xeons -_-

PS - i am actualy working on vegetation and second camera placed closer to the building it self.
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2015-07-14, 12:56:04
Reply #5

maru

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It was about 12h for 356 pases on my i7 3930K somwhere around 56-59k saples\s i think it was because of opacity on those trees.
Not sure but I would suspect there is some error in scene setup. Are you using displacement heavily here? Maybe this would be a nice scene to test 1.2 with its displacement improvements once it's out. :)

Anyway, can't wait to see this evolve!

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2015-07-14, 13:00:29
Reply #6

Nekrobul

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It was about 12h for 356 pases on my i7 3930K somwhere around 56-59k saples\s i think it was because of opacity on those trees.
Not sure but I would suspect there is some error in scene setup. Are you using displacement heavily here? Maybe this would be a nice scene to test 1.2 with its displacement improvements once it's out. :)

Anyway, can't wait to see this evolve!

No not at all.

This also could be caused by scatterd stuff like grass and stones. Speaking of geometry this scene is total overkill there is about 17 500 M instanced polys. And sowhere around 16 M allive polys

UPD - Lol jus noticed that i acidently switched on unbiased mode XD
« Last Edit: 2015-07-14, 17:55:20 by Nekrobul »
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2015-07-14, 20:00:05
Reply #7

ylucic

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i dont mind that guy ...i think that for that scene it has a good pose .. the scale is odd and try darken it, theres a lot of light behind him and he too bright for my taste..

also try to chop down the tallest tree xd ...or make the image with a but more height ...so you can compose with 3 elements: sky, trees and ground
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2015-07-14, 21:09:44
Reply #8

Nekrobul

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So i placed 3 images to render over the night with a lot of improvments.

Thanks for all comments guys.

--------------------------------

12h each image somwhere around 400 pases PT PT
« Last Edit: 2015-07-15, 09:31:53 by Nekrobul »
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2015-07-15, 11:53:04
Reply #9

artofcharly

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Very nice! Like atmosphere!

2015-07-15, 12:07:27
Reply #10

IzaiPiotr

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Great renders. The only one thing I would change is indoor light temperature. For me it's a little to yellow.
The right decision was to kill the guy :)
Anyway superb work.
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2015-07-15, 12:10:52
Reply #11

Nekrobul

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Great renders. The only one thing I would change is indoor light temperature. For me it's a little to yellow.
The right decision was to kill the guy :)
Anyway superb work.

I think he drowned in the lake and after that acident i had to place railings.
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2015-07-15, 12:32:37
Reply #12

maru

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I really like the fisheye shot! :)
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2015-07-15, 12:38:21
Reply #13

Nekrobul

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I really like the fisheye shot! :)

Actualy that was yours advice in the different topic about the mirrorball method.

I already tested it couple of times and it alwas look ridiculously realistic sometimes even more realistic than other shots from the scene.

Even the rendertime using mirrorball is not so dramatic the only thing that is wierd using it that the DOF is acting wierd mo mater wther you place the target to the surface of the mirror or to the distance from camera to the mirror surface + distance from the mirror to the focus object, no matter at all.
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2015-07-15, 12:43:00
Reply #14

maru

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Actualy that was yours advice in the different topic about the mirrorball method.
That makes it even more awesome. ;)

Quote
the only thing that is wierd using it that the DOF is acting wierd mo mater wther you place the target to the surface of the mirror or to the distance from camera to the mirror surface + distance from the mirror to the focus object, no matter at all.
That's odd. It should only be in focus if the ball is in focus. Different than when looking at a flat mirror.
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