Author Topic: High Street / Alta Architecture  (Read 7319 times)

2015-12-21, 11:06:03

Mor4us

  • Active Users
  • **
  • Posts: 56
    • View Profile
    • MAD Imagery
Hey guys,
this is my first wip entry here, so I hope you like the project.
I tried to recreate some architecture photographs i really like, to get some exercise with corona.
Modelling was done in Nemetschek Allplan, staged and rendered with Cinema 4D R16 (corona alpha 4)

There's still a lot of vegetation and decoration to come as well as some finetuning to exposures and colors.
The shown WIPs are only rendered 10min (ca 30passes) to get a rough look around.

Feel free to comment!

best regards
Markus

2016-01-10, 17:14:26
Reply #1

Mor4us

  • Active Users
  • **
  • Posts: 56
    • View Profile
    • MAD Imagery
And on it goes ;)
still raw renderings 500passes

- did some work on exposures
- more background models for the outside was added (no 2d backplate)

things to come:
- maybe slightly change on some camera angles
- add more furnitures (couchtisch) and decorations

Any critics and comments are welcome!

best regards
Markus

2016-01-11, 08:37:11
Reply #2

NicoB

  • Active Users
  • **
  • Posts: 82
    • View Profile
Hej Mor4us,

I have attached 3 images with some basic comments on your WIP renders.
In my opinion you are on a good way in general.

All the best
Nico

2016-01-11, 10:01:19
Reply #3

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8781
  • Let's move this topic, shall we?
    • View Profile
    • My Models
That green tint looks wrong indeed. It looks like LDR image was used for enviroment lighting, or some flawed HDRI.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2016-01-11, 12:39:53
Reply #4

Mor4us

  • Active Users
  • **
  • Posts: 56
    • View Profile
    • MAD Imagery
In deed i was wondering about the green tint too. I used Peter Guthrie hdri, so i guess it's not because of low quality hdri.
Any recommendation to override the GI color of the grass material?

@NicoB: thanks for your detailled critics!
 - I will take more care of tex placement and mapping size of the wood panels in the next step.
 - I don't really get your hint concerning highlight compression, the value was set to 8 to compensate the high light contrast and make the light distribution look more even.
 - Concerning the sofa and armchair meshes: the mesh resolution is high enough, this seems to be a bug in the corona c4d version when using bump.
    I already double/tripple checked the mesh for coplanar faces, normal facing and phong angles (bug request submitted)
   Rendering with no bump attached
 - will look for some nice displacement or maybe mesh irregulations of the carpet
 - crumbles are floating, will be fixed
 - DOF optimization? what exact value should be changed?

best regards
Markus

best regards

2016-01-11, 14:20:40
Reply #5

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8781
  • Let's move this topic, shall we?
    • View Profile
    • My Models
Any recommendation to override the GI color of the grass material?

Corona Helpdesk has answers to all your questions ;] https://coronarenderer.freshdesk.com/support/solutions/articles/5000529341-what-is-rayswitch-material-map-

But i'd rather look at your grass material first - it shouldn't cast such strong bleed, if it's setup correctly.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2016-01-11, 14:24:33
Reply #6

NicoB

  • Active Users
  • **
  • Posts: 82
    • View Profile
Hej Markus,

Good to know I´m able to help a little :)

Concerning the highlight compression:
I know this situation; interior=enough light / exterior objects=brutally burned out to white.
I do often render the window parts (glass mask) with lower brightness in HDRI and combine them in post.
Right now the exterior objects look to bright imo.

DOF:
You rendered the last images with 500 passes, right?
After this amount you should have much cleaner and smoother DOF.
Maybe you have to set GI vs. AA balance to 6, or even lower.
This way the blurred parts should clear out faster.

Concerning the mesh resolution
I have attached 5 images with different situations.
I could not reproduce the problem you have in your scene.
(Even with strong bump it works / 200%)

Maybe it´s connected with using the noise schader from c4d?
(I have used b&w and normal maps).

HDRI lighting:

(Romullus link!)
In addition you have to maybe manipulate the HDRI in PS
and overlay the part below the horizon with black or light gray.
(I bet it´s a green lawn :))

Looking forward to see the next images :)

All the best
Nico


2016-01-11, 15:38:38
Reply #7

Mor4us

  • Active Users
  • **
  • Posts: 56
    • View Profile
    • MAD Imagery
Thx for your detailed research on my bump issue, to be honest, the polstered furnitures are from model+model, so the mesh is not that dream of hq regular quad polygons ;)
anyways, corona is the only engine producing these weird artifacts, vray and c4d itself can handle the mesh without any problems.

the grass material is a simple material, don't know what could be wrong with it...
« Last Edit: 2016-01-11, 15:47:47 by Mor4us »

2016-01-11, 16:18:23
Reply #8

NicoB

  • Active Users
  • **
  • Posts: 82
    • View Profile
Hej Markus,

I would love to have the scene at my hands for solving the bump issue :)
because I believe, even with the m+m models it will work.

There is nothing wrong with the grass-material setup.
It´s just not optimized in regard of the green tint on the inner walls.

As your scene is sorrounded with the grass mat, you should use the "rayswitch-material".
(See the attached image and romullus link)

=the rayswitch schould use another material for GI in your case
(so you need 2 materials, grass and GI mat).
I would plug some darker grey in the Gi slot..

Have a try and you will see :)

All the best,
Nico

2016-01-12, 20:45:04
Reply #9

Mor4us

  • Active Users
  • **
  • Posts: 56
    • View Profile
    • MAD Imagery
Done
- floor bump+Spec increased
- changed wooden panels to more highres tex (is ash now), corrected mapping size
- changed gras mat to rayswitch with grey gi mat
- added couchtable (more decoration to come)
- tried to correct book albedo mat
- tried to improve sofa and armchair mesh by subdividing

ToDo
- add more details to window model
- oven texture refine
- irregulations to carpet
- add decorations

2016-01-13, 13:33:47
Reply #10

NicoB

  • Active Users
  • **
  • Posts: 82
    • View Profile
Hej Markus,

nice to see updated images and progress.
Please find attached my commented image :)

All the best
Nico




2016-01-14, 11:13:43
Reply #11

Mor4us

  • Active Users
  • **
  • Posts: 56
    • View Profile
    • MAD Imagery
Thx again nico for your eagle eyes to spot these tiny little things that can make a scene just look right ;)

Any other comments are still welcome!

best regards
Markus