Author Topic: Subpixel WIP/finished work thread  (Read 170852 times)

2013-11-22, 08:35:46

subpixelsk

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Hi guys!

This is my latest project fully made in Corona renderer. Design is not made by me, I just grabbed photo I liked from the internet and tried to recreate it the best I could.
Settings:
PT+HD Cache PTS 64 MSI 20 LSM 1 HD PT Samples 1024, other settings are at their default values
Post processing is done in Magic Bullet and only basic adjustments (contrast, color balance..)
Image was rendered overnight set to 30 passes (render time roughly 5 hrs on my i3 laptop)
C&C warmly welcome



Cheers

2013-11-22, 10:31:11
Reply #1

Sportler

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Nice image! Materials modeling and texturing are really nice. Personally I think it is not enough contrast, but I do like the sun shadows. Also I think that you could've used PT+PT for better results as you were going to leave it overnight anyway :)

2013-11-22, 12:43:49
Reply #2

subpixelsk

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Hi :)

thanks for your reply! You are quite right about the contrast it is just too low..so I edited that picture and here is version with more contrast

2013-11-22, 16:15:45
Reply #3

Sportler

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Waaaaaaaaaaay better! This one I really like! Good job on the post pro :)

2013-11-27, 21:52:04
Reply #4

subpixelsk

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Hi guys

it took some time to pick some new inspirations for rendering :) As I am a big fan of Lord of the rings trilogy as well as Hobbit I decided to remake beautiful corner of the Shire - Bag End
- here is the first phase of the WIP - I finished main modelling and have done a rough clay render to see what thinks look like. One thing that is bothering me is my grass - I made it with modelling 5 blades of grass and then scattering it along the surfaces I needed. However it consumes waaay too much RAM when rendering..and I don´t quite know how to get rid of it.
-any C&C are warmly welcome :)

2013-11-28, 02:49:22
Reply #5

Ondra

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To solve the grass problem just prepare larger patches of grass first and then scatter them. If you scatter single blades you virtually kill all the memory savings of instancing
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-11-28, 07:31:47
Reply #6

subpixelsk

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To solve the grass problem just prepare larger patches of grass first and then scatter them. If you scatter single blades you virtually kill all the memory savings of instancing

Yes I am aware of that but the larger patches I create the harder it is to control the areas/ guidelines of scattering

2013-11-28, 09:46:09
Reply #7

Bahis

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I like the first, non contrasted image. The other one felt too heavy for such a happy feeling scene :) But I also prefer to convoy a feeling rather than realistic renders.

2013-11-28, 10:55:34
Reply #8

maru

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To solve the grass problem just prepare larger patches of grass first and then scatter them. If you scatter single blades you virtually kill all the memory savings of instancing

Yes I am aware of that but the larger patches I create the harder it is to control the areas/ guidelines of scattering

You can always populate bigger areas with corona scatter and more detailed areas or borders you can paint manually using graphite modelling tools > object paint or your favourite plugin/script.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-11-28, 14:06:02
Reply #9

subpixelsk

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2013-12-02, 09:58:42
Reply #10

subpixelsk

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Hi guys, after a week of intensive modelling and rendering I finished this piece today. Hope you like it!

2013-12-09, 15:02:12
Reply #11

subpixelsk

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2013-12-09, 15:32:55
Reply #12

maru

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I think there are some things that would require just a little bit more time to look much better, for example:

shot 1:
-the lamp - wtf? is it capped? Looks like the normals are too smooth?
-tentacles crawling through the window?

shot 2:
-table shader - too matte
-bedcloth shader - too reflective

shot 3:
-water in glass looks unrealistic, generally to make realistic water in a glass in Corona you have to make the water geometry a bit bigger than the inside of the glass, it has to intersect with the glass geometry

-wood could be more reflective (including floor tiles)

And some post processing would be nice.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2013-12-09, 15:41:42
Reply #13

subpixelsk

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I think there are some things that would require just a little bit more time to look much better, for example:

shot 1:
-the lamp - wtf? is it capped? Looks like the normals are too smooth?
-tentacles crawling through the window?

shot 2:
-table shader - too matte
-bedcloth shader - too reflective

shot 3:
-water in glass looks unrealistic, generally to make realistic water in a glass in Corona you have to make the water geometry a bit bigger than the inside of the glass, it has to intersect with the glass geometry

-wood could be more reflective (including floor tiles)

And some post processing would be nice.

Hi Maru,

thank you for your reply ..in 1st image there are not tentacles, just a branchces with yellow flowers in a glass which is not visible cause it´s behind a curtain
2nd image - all right I might look into it:)
3rd image - thanks for the tip! I had a tough time to figure out water look - firstly I modelled it with touching geometry - not good, and now i see it is not good with smaller geometry :D
concening post processing, what would you suggest? because these images are not raw renders - they are post processed

2013-12-09, 16:14:24
Reply #14

maru

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The images look "dull", I think they lack contrast and are a bit underexposed. Maybe start by adding some subtle contrast with an s-curve? It needs some experimenting. :)
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us