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Messages - jms.lwly

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151
It gives it off, since it's too large for that seating "hole" (nobody could seat nowhere near it & would most probably also damage the wooden decking) + smoke abruptly ends (if it is dissipating fast, dynamic fire would show blurred - assuming you're goal is mimicking photography).

Agreed - the fire was just a quick test of OpenVDB fire/smoke, definitely needs to be smaller + more smokey.

152
Thought I'd start a thread to share some test projects which may or may not ever get finished...

First up has a nordic flavour, mainly to try different landscape techniques etc and also play with Film LUTs in the VFB.
The water/sea/lake is entirely procedural, still needs some work but it's getting there.

There's also a few quirky uses of Corona Distance Texmap, for the graduated ground material (which transitions from wet sand, to dry sand, to harder ground linked to the distance from the water) - and also creating the displacement of the small waves at the edge of the land.

Probably more to follow, when I have time to revisit.

153
Gallery / Re: Holly Farm
« on: 2019-04-08, 11:03:41 »
Thanks, so it was a scanned map from there. This one? https://www.textures.com/download/3dscans0547/136346

I think it's this one - https://www.textures.com/download/brickoldmixedsize0078/123377 - although I cobbled together the different versions to make one larger seamless map.

154
Gallery / Re: Holly Farm
« on: 2019-04-06, 13:04:18 »
Is that stone a scanned texture?

I think the base texture is from textures.com, but I’ve used a couple of layers of mixing with dirt/grunge maps to break up the repetition and weather the stone slightly.

155
Hardware / Re: Render Farm
« on: 2019-04-04, 19:13:35 »
Welcome!

There are a whole load of threads on the forum about building a render farm, so have a browse through and I'm sure you'll find lots of similar questions and answers!

From my personal experience - it was super easy to setup a render farm for Corona. To answer some of the questions:-

What are the best builds ? Since corona is cpu based, we could buy cheap gpu`s only to have video ? Should they have 32gb or 64gb of ram ? Is core i9 9900 enough or should we buy xeon`s ? Or maybe ryzen ? We need to buy a special license for this or we can only install corona trial for DR ?

No fixed answer on best build... definitely CPU based, all of my farm machines have a very basic GPU.

32 vs 64 RAM etc is dependant on your scenes, complexities etc - my workstation is 64GB, render nodes are 32GB - but I have once or twice found they had issues on very large scenes. Ideally go for something you could expand later if needed?

i9 vs Xeon vs Ryzen will come down to cost of build, availability, etc - my render farm has Ryzen chips in, but my workstation is Xeon... at the end of the day it's just how much CPU power you can get for your budget.

Licensing depends on how you are licensing Corona - pay monthly will have either 3, 5 or 10 render nodes per workstation licence. If you have a Box licence then you're limited to 3 nodes per workstation (I'm sure someone on staff will correct me if I'm wrong here).


156
Gallery / Holly Farm
« on: 2019-04-01, 12:04:11 »
Hiya,

Quick share of a recent commissioned project, near Bath in the UK.
Some of the images were created for marketing the site, while others were for the architects portfolio.

As always, any suggestions or feedback is welcome!

J

*Edited to add more images

157
[Max] Feature Requests / Re: Grad Filter
« on: 2019-03-29, 20:33:21 »
Yes, exactly Tom. Kick all cams except one and animate that (only) one through frames to create your stills. But leave frames in between for the ability to do motion blur stuff.

If you would like to keep multiple cams: remember there is a simple to use "Object visibility" list for CoronaCameras where you could exclude all your planes/squares.

 - Thanks both - I had used this method (one camera, many positions) previously and found it to be a big of a time thief, but maybe I should revisit because of the filters...

Excluding from camera visibility is definitely useful - but maybe one day it could just be a button in the VFB... wishful thinking!

158
[Max] I need help! / Re: darker/deeper shadows?
« on: 2019-03-29, 16:24:36 »
Might be an obvious one but another route would be to adjust other settings in the Corona VFB... I regularly increase the contrast here to 3 or 4, and then knock down the saturation to balance it out (e.g. Contrast 3.50 and Saturation -0.050), or as suggested some tweaks of Filmic shadows/highlights although I generally to keep these at 0.

159
[Max] General Discussion / Re: power of the memory of nodes.
« on: 2019-03-29, 16:15:52 »
I have to agree with TomG - if your scenes are pushing 32GB or over of RAM when rendering on your workstation then you'll need more on the nodes.

I have the exact same setup currently, my workstation is 64GB and my render nodes only have 32GB - they work (most of the time) even for my largest scenes but on a couple of occasions the DR Servers have crashed and once or twice caused weird things to happen in the main render too.

160
[Max] Feature Requests / Re: Grad Filter
« on: 2019-03-29, 16:00:30 »
Save two or more renders with different exposure and blend them with gradient in photoshop. Or even better, save render to linear format and play with exposure to your heart's content.

 - To be fair, this method hadn't occurred to me... I usually render to CXR and process in Corona Image Editor standalone (due to unusual Windows/Mac workflow) - so will certainly give this a go and see if it gives the desired real-life quality.

I know it may get already getting boring myself praising this workflow, but if you would just animate one cam with that linked plane to create your different shots on different frames it would be easy :) You could even animate the gradient map/opacity for each shot for angle specific adjustments.

 - Nice thought, however the issue with multiple cameras here isn't actually animation related - it's having multiple cameras in one scene for different stills, and when I have grad filters attached to each camera they appear in the other views too as a floating graduated square... for the time being I just have to remember to turn on the appropriate filter for the camera and the others off.

maybe a thought to consider for an advanced vignette :)

 - This is exactly the sort of thing I was pitching for... something for my wish list!

Off topic :
Can I say I had a look at your website, the Holly Cottage renders are excellent.
Lovely Images.

 - Thanks Philip! All of the exteriors on that project utilise a grad filter as above... (there are a few more to come actually... I'll pop them on the Gallery page once the others are sorted).

161
[Max] Feature Requests / Grad Filter
« on: 2019-03-28, 17:08:21 »
Probably a long shot, but thought it worth suggesting. When taking photos in real life, I use a grad filter to create dynamic skies (or occasionally foregrounds) - particularly for architectural exteriors or landscapes.

I often recreate this in Corona with a simple plane with gradient map in front of the camera - but this can become frustrating with multiple cameras, and moving things around in a scene. I've linked the grad filter plane to the camera which helps, but still not ideal. With the Corona Camera ideally mimicking real life, could this be something that is integrated into the camera - similar to the Bokeh control (e.g. Value of effect, controllable by a map, etc)?

It can obviously be done in post, but it's simply not the same and doesn't give the same realism.

162
[Max] I need help! / Re: Rain droph on asphalt
« on: 2019-02-15, 10:26:00 »
It would definitely be possible in Corona, it just might need a few different approaches to get it looking right.

The texture on the wet asphalt should be pretty easy - a combination of a droplet map (something like https://xoio-air.de/2012/water-droplets/), mixed with some noise/fractal maps to give you the randomisation.

A trickier element would be the splashes of water jumping back off the ground - but you could achieve that by scattering a few random blobs with CScatter or ForestPackPro.

When I have a spare 30 minutes I'll try and knock something up!

163
Gallery / Re: Daria Coastal
« on: 2019-02-14, 20:00:59 »
Absolutely outstanding (again) - it’s on my shopping list, along with a bunch of your other assets!

Amazing! 👏🏼👏🏼👏🏼

164
Gallery / Bragança Interiors
« on: 2018-11-28, 19:58:59 »
Hey,

Just wanted to share some quick interiors that I worked on in the last couple of days (personal project from ArchDaily references), still a work in progress but I'm relatively happy with these images to start - maybe I'll drop some more on here when I get a moment to finish more.

Any suggestions / feedback always welcome!

J

165
Gallery / Re: Chequers House | Small Interior [UPDATED]
« on: 2018-08-31, 17:13:16 »
Small update to the project (requested by the client) - to appeal to a younger audience, along the addition of vignette images (some of which I got impatient and left a little noisy...).

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