Author Topic: romullus wips  (Read 225810 times)

2014-04-11, 15:47:15
Reply #60

romullus

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The new spherical cam is awesome! My only wish, there was fisheye lens as well. I hope it'll happens someday, though.
Oh, did i tell how i like the way corona handles bump mapping? Compare it to mental ray, it's just unbelievably amazing!!!
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2014-04-11, 17:00:20
Reply #61

romullus

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Some more progress on zaz:

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2014-04-11, 21:10:39
Reply #62

fellazb

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Oh, did i tell how i like the way corona handles bump mapping? Compare it to mental ray, it's just unbelievably amazing!!!

Yes yes, it's awesome compared to MR! Now adding bump really makes some sense :) The best thing about bump in Corona is that it also behaves very natural in areas with indirect lighting. In MR the bump just sorta vanished on those areas. I haven't tried any normal mapping yet, but having this quality with regular b\w images is indeed amazing.

2014-04-11, 23:03:39
Reply #63

Alex Abarca

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Its looking good, noticed you added the mirror, top cage and the triangle window.

2014-04-12, 01:44:53
Reply #64

romullus

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Thanks, i've added quite a lot more. Not everything can be seen in this shot, though. Also, started texturing, but it's too difficult task for me.
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2014-04-12, 08:24:53
Reply #65

Alex Abarca

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Yeah, I took note on the tire too. It looks good.

2014-04-16, 03:23:02
Reply #66

robo

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Some chap asked me to share floor material of my latest rendering. So here it is. Studio setup and material itself:

You used emissive planes here, right? With normal Corona mat. set using the emissive option or did you use the CoronaLight mat?
How long/how many passes did it take before acceptable noise levels were reached?

2014-04-16, 09:15:25
Reply #67

klipanos

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Niceeee!!!!!!

2014-04-16, 20:54:41
Reply #68

romullus

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Some chap asked me to share floor material of my latest rendering. So here it is. Studio setup and material itself:

You used emissive planes here, right? With normal Corona mat. set using the emissive option or did you use the CoronaLight mat?
How long/how many passes did it take before acceptable noise levels were reached?
It was rendered with A5, so coronaLight material wasn't available. IIRC it was hdr maps assigned to corona mtl's emmisive slot.
Noise to signal ratio reached acceptable level after 20-30min, but i kept rendering a little longer to get even cleaner image. An hour or so.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-04-17, 03:00:16
Reply #69

robo

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It was rendered with A5, so coronaLight material wasn't available. IIRC it was hdr maps assigned to corona mtl's emmisive slot.
Noise to signal ratio reached acceptable level after 20-30min, but i kept rendering a little longer to get even cleaner image. An hour or so.

Ah thanks!, one thing though; You said you applied the HDRI to the emissive slot, but of which material?
The top part of the seamless background?

2014-04-17, 10:45:07
Reply #70

romullus

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No, it was applied to those "light" planes, that provided lighting for scene.
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2014-04-18, 09:28:04
Reply #71

Alex Abarca

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Wow, so you put an hdr on your emmision. Never tried that, nice effect.

2014-04-18, 21:58:11
Reply #72

romullus

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Yeah, but in A6 one should use CoronaLightMtl instead.

Ok, back to my zaz. I really should continue with modeling, but i just can't stop playing with rendering. Corona is just too addictive. Dayum!
Next shot is for pure fun. Since Keymaster fixed custom bokeh map bug, i wanted to test it. For this i used procedural CA map by tiagodmed and gorgeous acer tree models, kindly provided by hrisek. Thank you guys!

Picture is straight out of renderer. I still can't believe, how good Corona is!
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2014-04-19, 00:51:09
Reply #73

Alex Abarca

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this one looks good,  are you going to add the tire splash guard?

I was going get you on tire air valve, but sure enough you have on there. :D

2014-04-19, 16:15:04
Reply #74

Ludvik Koutny

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Just to be sure, i'd try to compare speed of simple bitmap bokeh image VS procedural one. I would expect some performance hit when resolving that procedural network for each ray shot, vs just calling cached bitmap. I may be very well wrong, but i would test it, just to be sure ;)