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Messages - Ricky Johnson

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16
It's been mentioned before a couple of times. In these threads:

https://forum.corona-renderer.com/index.php/topic,10493.msg66989.html#msg66989

https://forum.corona-renderer.com/index.php/topic,12601.msg81531.html#msg81531

In the second thread Ondra has a tip for turning a Corona displaced mesh into a proxy so that it can be loaded back into your scene and not have to be recalculated every time.
I still thing a checkbox option to cache a displaced mesh would be nice.

17
Gallery / Re: A life in black and wihte
« on: 2017-02-17, 18:34:22 »
It may not be just a subject for rendering - look at how many photographers still prefer black and white :) Only in the realm of movies does black and white seem to be abandoned, it is still very much alive when it comes to still images whether they are real world or rendered! Interesting topic!

Yes, very true. I was more curious though, outside of any artistic preference or judgment, as to why a change to B&W often seems to enhance the plausible photo-realism of a rendered image.
I wouldn't say in comparison that colour photographs have a tendency to look any less real than black and white photographs.

18
Gallery / Re: A life in black and wihte
« on: 2017-02-17, 14:01:51 »
The black & white versions work very well. Particularly the Reception area.

It's interesting, just on the subject of realism alone, I've always noticed that a CG image will typically look instantly more realistic when modified to remove colour. This is without any other tweaking with filters to try and achieve a photographic look - adding grain etc.
I wonder why that is typically the case.
- Is it because of a tendency for the user to make mistakes in the colour values they input into shaders (unrealistic saturation amounts in diffuse)?
- Or are there some subtle shortcomings common to the render engines in the GI and the way colour is transferred compared to value? Or maybe something in CG noise when read in colour compared to B&W.
Probably much more likely to be the former (user mistakes), I suppose.

Anyway, sorry to sidetrack. It's just I've always been curious about that and it seemed like a good place to mention it given you were comparing versions side by side.

19
Gallery / Re: Profim Orgatec 2016 Catalogue
« on: 2016-12-22, 20:46:31 »
These are great! I really like the environments you've made. Some very interesting lighting setups too.

20
Gallery / Re: Merry Little Christmas!
« on: 2016-12-22, 20:39:59 »
I think these are extremely well done. All of the light intensities and glares have been handled very nicely. The string of lights within the glass bottles look particularly real. Great work!

21
Gallery / Re: Diorama and construction details
« on: 2016-12-09, 16:16:19 »
These are really pleasing. Great work.

22
Gallery / Re: xoio VR
« on: 2016-10-14, 15:37:01 »
It's a great scene. I really like how grainy the concrete looks (in a good way!). It's like a powdery black and white drawing in places, then complimented by the subtle blocks of colour. Excellent!

23
Off-Topic / Re: Prices for 3d works?
« on: 2016-09-10, 13:58:43 »
I personally think that the prices here are under estimated in general. In fact, everything depends from the overall quality of each production but in general each of us should always consider:

- Taxes
- SW investments
- HW investments
- Bills
- Rent
- Expences
- Living
- Growing up economically

If I have to: Model that scene, texture it, lighting it, choose the correct objects to put in, choose the visuals, produce the test images, do some changes, produce the high res images, colour correction process... Well, 500$ or 500 Euros is way to low. That's my personal opinion and I can't even think about giving my work as a gift to the client. Here in Paris one image could cost 2.500 / 3.000 Euros for an arch. firm.

Anyway, each of us has his own prices and quality at the end and depends on the product and result you are selling out there.

Thanks,

Dionysios -

This is well put. There are two good points here:

-One about estimating the realistic costs of being a freelancer/self-employed (not just trying to scrape together an equivalent to a full time employee in a similar profession.

-The other about realising the value in the work 3D artists produce. I think even beyond your own assessment of your living costs.
Assuming we're talking about archviz, then you're an asset towards either private investment in property or investment of public money in public buildings. Neither are cheap.
$50 or even $500 is completely out of place within the scope of such projects.

24
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-06, 14:05:03 »
sorry to say, but it has been pushed to 1.6 so we can make 1.5 release under 1 month

Will the dark halo effect in PBR Mode materials still be addressed before the proper release of 1.5?

25
General CG Discussion / Re: Quixel Megascans
« on: 2016-09-06, 13:57:59 »
Yeah it's nice, a baby could do a good looking material now hehe!

As long as the baby has a credit card :)

26
Gallery / Re: Apoco77 House
« on: 2016-08-29, 17:56:45 »
It's really pleasing to see such an incredible level of attention to detail and then have that reinforced by some very impressive compositions as well. I love the colours in the outdoor courtyard area. Amazing really!

I'd have thought if you reduced the amount of images it might come across as more striking overall but can understand why you've included them all after your efforts!
I think on a forum like this people are interested in the working details of things after all, so why not.

27
Gallery / Re: Dirty Classic
« on: 2016-08-29, 17:18:57 »
Wow, that's great. The exploded wireframe is a thing of beauty in itself, let alone the materials. Brilliant.

28
General CG Discussion / Re: Quixel Megascans
« on: 2016-08-26, 11:27:23 »
Ricky how else would you achieve that other than with maps that are available for download ?

I thought they might offer some scattered objects to use as part of that asset or be using vector displacement but, as Juraj has confirmed, the quality of the result was fooling me!

29
General CG Discussion / Re: Quixel Megascans
« on: 2016-08-25, 17:22:04 »
I don't think you're supposed to use the Specular maps at all with the CoronaMtl as it exists presently. It's a value for head on reflectivity for PBR set ups that don't specify an IOR value. I think.

Aside from the material settings, is the example of the cut grass from their site supposed to be achievable with displacement?
It seems as though there are gaps underneath the blades of grass. With displacement on a plane I'd expect it to look more like the tests that have been posted. Don't know if I'm missing something.


30
Gallery / Re: Some images
« on: 2016-08-25, 13:01:38 »
Fantastic work on those Venice images! The brickwork looks great.

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