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Messages - JViz

Pages: 1 2 [3] 4 5 ... 10
31
Gallery / Re: Cabin in the forest
« on: 2020-02-28, 15:14:42 »
this is actually really good. the atmosphere and composition are great.

32
Gallery / Re: Chateau D'Or Residence
« on: 2020-02-21, 15:46:54 »
excellent images, the glossiness/reflection balance is a tiny bit off, the dirt doesn't make a lot of sense, there's some softness to some textures specially the ground. very nice light and colors.

33
[Max] I need help! / Re: too dark shadow
« on: 2020-02-21, 09:57:34 »
Thank you, it did what I needed.

awesome cheers

34
[Max] I need help! / Re: too dark shadow
« on: 2020-02-20, 09:16:08 »
Hi,

Is there any way to brighten dark shadow? The attached render is converted to jpeg but the shadow of the asphalt is much darker in VFB. If I use LUT in VFB it gets even darker. I'm using HDRI, thought about the CoronaRaySwitchMTL but no shadow setting. Please help.

use a colorcorrection map on top of the hdri and increase the gamma above 1.0, it will do what you're looking for.

35
Gallery / Re: Bedroom
« on: 2020-02-17, 09:07:51 »
your work is very good. your materials look correct and the lighting and composition are also very good.
but, your images look flat with no contrast. are you using something like between 2 and 5 highlight compression and 2 to 5 contrast or something like that? you are missing some photoshop editing. mess with the curves in photoshop contrast cameraraw and saturation, push your images. you'll be amazed by how different and punchy the images will look. I took the liberty to edit two random images of yours. very quick edits two minutes for each image and they look much more interesting. no magic, it's contrast HC shadow lift blacks whites saturation etc.

Well thank u so much for ur attention and ur comment, to be honest i used photoshop and specially cameraraw and i was trying to make a realistic render, i have already used saturation, curves and the other options, to me it seemed to be good but i know that the others may have another idea, i respect to ur idea and i’m grateful for ur time for editing some of my renders, i will pay more attention to saturation as u said😉 tnxx😊🙏🏼

amazing! keep doing what you're doing you're killing it!

36
[Max] I need help! / Re: [RESOLVED] Linear Workflow (LWF)
« on: 2020-02-13, 21:32:17 »
Not really. What you save and how you do it, has nothing to do with so called linear workflow. What you feed to the renderer and how it performs its calculations internally, that's what important. But as others already said, you don't have to sweat about it novadays, everything is done automatically. I'm sure many still remember that chaos when industry was transitioning to LWF :]

Forget the terminology, he's just saying that he only needs to care about the image being linear when he wants to do compositing in 32 bit, which is correct. Let's not confuse the guy even further, jeeeez

37
[Max] I need help! / Re: [RESOLVED] Linear Workflow (LWF)
« on: 2020-02-13, 20:46:00 »
I was just really confused about what exactly was encapsulated by the linear workflow when I wrote this post. From what I gather, it just means rendering out AOVs with no post so that you can linear add them all back together in PS.

I don't know why that was so confusing at first, probably because it implies gamma correction, and that's when things get pretty squirrelly.

Yep you're right. Glad it's all clear now. Just render and find a unique editing style and that's it really.

38
Gallery / Re: Bedroom
« on: 2020-02-13, 17:23:08 »
I guess it comes down to taste, as I prefer the originals and find the edits lose the warmth and welcoming nature of the originals :)

the edits are quick edits just to try something different, but yeah it does come down to taste. linear images appeal to some for sure.

39
[Max] I need help! / Re: Linear Workflow (LWF)
« on: 2020-02-13, 12:14:41 »
Quote
Then adjust everything you see in VFB to your liking.

My issue is sort of with this idea. Given the freedom to basically dial the image based on taste alone does not provide enough constraints if the goal is to arrive at an image that emulates a photograph captured through a real camera - obviously we can spin dials until we arrive at a pleasing result, but there needs to be a method to arrive at a predictable result.

It seems like a lot of CG professionals are concerned with emulating camera response curves and the application of LUTs is a part of that process. For example, Dubcats LUTs which attempt to emulate the 'look' of various camera types. Something that I think was missed, on my part, is that any tonemapping that is applied *in addition to* the LUT is purely discretionary, i.e. the LUT is meant to describe the look of the image in its entirety, according to the LUT; if you do additional tone mapping adjustments, that is purely based on personal taste.

What is pointed out in that video (3:30) is how Corona is was combining direct and indirect light and the effect the gamma curve has on the appearance of grays in the final image. The video suggests that Corona is was combining direct and indirect light (by default) in such a way that the final rendered image is not deep (black) enough, i.e. midtones are dominate. When I look at imagery from archviz studios, the images have a sort of a deep, contrasted, volumetric appearance. I am assuming color management and LUTs are a part of that.

This video (TUTORIAL: CESSENTIAL Render Elements (1/3: Elements and Output Setup)) describes linear workflow exactly, AFAIK. So all this talk about linear workflow really just refers to (what is also known as) 'back to beauty' compositing - meaning, "don't apply any color transformation to the render elements that will break the linearity of the output, i.e. LUTs, contrast, highlight compression, etc.

I assume *that* was why there was so much disagreement in the Time to Ditch sRGB/Linear as Default thread, because some prefer to do all the look development in camera, and others want to do it in post - or something like that.

I agree with Juraj on many points here. all you need is either "linear" 16 bit tiff image out of the VFB, or you could compress the highlights in the VFB and maybe add a bit of contrast, then save as 16 bit tiff. what you do next is up to you, it really is taste from this point forward. a good way to understand how the look of an image you like was achieved is to just open it in photoshop and look at the histogram, check the blacks, whites, the spread of the values etc. there are no specific HOLLY GRAILS but each artist have a way of doing things and that's why each artist's work is unique.

I quite like dubcat's 0.7 2.4 -0.03 1.0 1.0 setup but it's just a start, you have to use photoshop's power. the only way to clarify it further is taking a look at the work of professional interior photographers, it's not about realism, there is no way a scene would look like some of those images in reality, they add so many layers of processing on top of (photographs) until they look how they want them to look. or they just choose great compositions and add a bit of contrast and that's it, it really is taste.

my view is that visualisers need to stop wasting their time inside of 3ds max tweaking at stuff. leave things at default (mostly), add nice light, angle it nicely, play with the shadows, and you will get a flat looking image that looks like puke, save it as tiff 16 bit take to photoshop and prepare to be amazed. unless some deep level compositing is needed, I have no idea why anyone in the archviz world would need to save a 32 bit image.

40
[C4D] I need help! / Re: Faceting in Render
« on: 2020-02-13, 10:08:22 »
try this. apply normal and normal modifiers then smooth auto modifier.
ignore that actually, that's for 3ds max

41
Gallery / Re: living room
« on: 2020-02-13, 10:03:12 »
I'm in a period of experimentation with all kinds of post processing. I took the liberty to try this on your image, apologies if you don't like it.

42
Gallery / Re: living room
« on: 2020-02-13, 09:40:12 »
agreed. excellent materials!

43
Gallery / Re: Facade Design
« on: 2020-02-12, 09:31:39 »
very nice detail. you may want to experiment with softer light and white balancing the image.

44
Gallery / Re: Hyrule lost woods - CGI fan film (Teaser)
« on: 2020-02-11, 22:31:28 »
This work needs corona's support.a few thousand rebusfarm points are a drop in the bucket I assume!

45
Gallery / Re: Bedroom
« on: 2020-02-11, 16:29:23 »
your work is very good. your materials look correct and the lighting and composition are also very good.
but, your images look flat with no contrast. are you using something like between 2 and 5 highlight compression and 2 to 5 contrast or something like that? you are missing some photoshop editing. mess with the curves in photoshop contrast cameraraw and saturation, push your images. you'll be amazed by how different and punchy the images will look. I took the liberty to edit two random images of yours. very quick edits two minutes for each image and they look much more interesting. no magic, it's contrast HC shadow lift blacks whites saturation etc.



Yep, was thinking the same about those renders.
Great that you share your knowledge with people!

it's alright sharing is caring lol

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