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Messages - NielsH

Pages: 1 [2]
16
A small update.

Does anyone maybe has some tips on how to handle the backplate/background? I find it difficult to really make it blend in with the scene.

17
Corona's default render mode is progressive this means that it'll start shooting rays and immediately display the results on screen so you get an image almost right away, this doesn't mean the render is finished, it'll just keep shooting rays and improving the quality of the image until you tell it to stop.

You can't just magically increase the quality with a slider in any renderer without it costing more time. A higher quality means that you need more samples which needs more time/computing power.

What I would suggest is that you set up your scene, reset ALL settings back to default then press render and don't touch anything for at least an hour. That should give you a decent quality image in almost all cases.

18
Just wait longer, when you render the full image and let it render to 20 passes it looks the same as the region you rendered. This obviously takes longer than rendering a small area.

19
and also  how i can raise up the samples  so  the result rendered image  wont be so grainy ,,,,,

when i render region  while making the max sample intenesity  32 or higher   the region  become so smooth and perfect 
but when i render with same settings   on the whole  image    the whole image result  still  like grain effect on it 

like this video 


For the complete image you only let it render for 2 passes then for the region you let it render for 20 passes, it's normal that one part has less noise if it has 10x as many samples.

20
Right now I don't have access to my workstation and files but I used the Making of: Barts Square project (https://corona-renderer.com/blog/making-of-barts-square-project-by-the-boundary-iain-banks/) as a starting point and went from there it was a really nice starting point. I can post the exact settings tomorrow but they aren't final yet, still want to experiment with just a sky/sun setup instead of hdri etc.

21
[Max] General Discussion / Re: Corona Alpha4 Benchmark scene
« on: 2014-10-23, 18:20:40 »
I don't think you should compare just the CPU price and the performance, the price of the CPU is only part of the complete system and thus you should also factor in those costs when you really want to compare.

If you have a system which is 2000€ in total with a 400€ CPU which performs at 100% vs the same system with an 800€ CPU which performs at 140% then sure the cost of the CPU might be 200% and thus not cost effective. But the total cost of the system is only 120% making it a far better deal.

Besides that it'll never be a black and white problem considering that everyone has difference financial means, for one person 10% improvement for 1000€ is completely worth it while for someone else even 100% improvement for the same amount just isn't worth it.

22
Gallery / Re: Speaker
« on: 2014-10-23, 18:09:02 »
It really is amazing, not really that applicable in arch vis though.

The scratch on the front and the fingerprints/details on the back really look like something out of DDO.

23
[Max] I need help! / Re: setting render corona engine
« on: 2014-10-23, 18:00:03 »
Press render and wait?

Your question is kind of vague but if you want to know good render settings to get started then the default ones are really good already and there isn't any reason to really tweak them unless you are trying to achieve something specific.

24
Gallery / Re: Speaker
« on: 2014-10-23, 15:33:28 »
Did you use DDO for the textures?

25
Coming from a game art background this thread is awesome to read as I had pretty much the reverse experience when I learned visualisation. Imagine always having to unwrap everything by hand thinking about seam placement, overlapping, padding, wasted uv space etc. and then find out that a simple box unwrap with some small edits will be enough in 90% of the cases.

I'm currently working on a product visualisation which I'm going to do in UE4, it's a lot of fun to create PBR materials using the Quixel suite. It's not possible to get completely photorealistic results in real time yet but if you can accept a bit of a stylished look you can get some really nice results.


If anyone ever needs some help with "game art" related issues feel free to send me a message.

26
I think I kind of gave up on Blender for now, I really liked some aspects of it but there are too many key features missing both in Blender as in the Standalone version of Corona, especially the lack of displacement mapping.

So I started with a clean sheet in 3DS Max and really tried to get the core materials down, not 100% satisfied yet but I think it already looks way better in general.



The wall texture might be a bit too much and I'll probably tone down the normal map and displacement a little bit, adding some elements to the wall will probably also improve the general look.

27
Update:



The staircase steps material is a bit screwed up.

28
Chamfer those wall corners!
Also add a nice Bump map on those walltiles.
You can generate it using Pixplant for example... or crazy bump...

Great tip for the corners, I'm testing the round corners material option right now with a 1cm radius to give it a really worn effect. If it doesn't look good I'll resort to bevelling it by hand.

Right now the wall has a normal map which I generated using NDO, the exporter in blender doesn't support bump maps it seems. I'm trying to find out if that's something that lacks on the exporter or if the standalone version doesn't support bump maps.

EDIT: https://forum.corona-renderer.com/index.php/topic,3030.0.html - Seems like the standalone version doesn't support bump maps at the moment :(.

29
Hello,

I recently graduated from a game development course where I got interested in visualisation. Because of the high costs of 3DS Max I am now looking into using Blender together with Corona for commercial work. This project is a test case for me to see if it's doable to work in Blender while simultaneously testing out Corona. So far I absolutely love Corona, it's amazing how simple the process is compared to VRay while still giving lots of control.



I would love to get feedback on this image, it's still very much a WIP and I'm aware that the uvs on the right side of the wall are stretched.

Some points I would like to improve are the floor which to me looks too bland at the moment and lacks definition. Another thing that really bothers me are the straight parts of the pillars in the wall, those lines are way too perfect for a wall like that but I'm not really sure how to add more definition to those parts.

EDIT: For those that are interested rendering time is 36:06 for this image (1920x1080) with standard settings on an i5-2500. I have no idea if this is fast or slow or if it could be optimized in any way.

Kind Regards,
Niels

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