Author Topic: romullus wips  (Read 190474 times)

2020-10-20, 14:59:25
Reply #450

romullus

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I'm just curious why you did a CG background instead of a backplate, or is that just your preference?

No, my preference is to use backplates, or most often the same HDRI from the enviroment, mapped onto shadow catcher. Actually, this test started with my usual setup at the beggining, but gradually i started to add 3D elements, since i didn't liked how looks the ground. As i added more geometry outside the camera, i started to notice how lighting became much more interesting, as light bounced from many surfaces, instead of being evenly casted from the sky. This was quite eye opening experience from me and i think i will explore this technique more in the future. Nevertheless, for this scene i'm going to revert back to simple plane and shadow catcher, since my old PC is painfully slow with 3D background and displacement in most materials, which is far from ideal when you want to focus on refining the car materials.

@petrorosengren, thanks!
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2022-08-04, 20:46:06
Reply #451

romullus

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I realized that i didn't post or render any personal work for almost two years. Let's fix this.



My thanks to the authors of free assets that were used in this work.

train by z-lengyel
railroad segment by gav
fir trees by 3DPaz
smoke/cloud by MP2018
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2022-08-04, 20:56:19
Reply #452

TomG

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Nice! Fix it some more, with even more renders! :)
Tom Grimes | chaos-corona.com
Product Marketing Manager | contact us

2022-08-04, 21:32:11
Reply #453

romullus

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Thanks Tom! No doubt there will be more, now when i have some juice under the hood.
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2022-08-05, 13:35:38
Reply #454

TomG

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Now that is good news, hurrah for the extra juice :) Looking forward to the next project!
Tom Grimes | chaos-corona.com
Product Marketing Manager | contact us

2022-09-05, 15:56:07
Reply #455

romullus

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One of my never quite finished car models rendered in some mundane environment.

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2022-09-22, 20:18:51
Reply #456

romullus

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Proof of concept, showing that it's possible to scatter groups of objects in Chaos Scatter, it's just not very convenient... yet :]
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2022-09-22, 23:15:38
Reply #457

Juraj

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elaborate please :- )
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2022-09-23, 09:34:45
Reply #458

romullus

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So the idea is that you need separate scatter for each member of the group. They need to be identical to each other in any way, except for the list of instanced models, of course. Most important things to keep in mind is that all members of the group must share the same pivot point and transformation and they need to be added to their respective scatter in the same order. Also, keep in mind that scatter features that are dependent on instances' bounding box, like collision avoidance and area exclusion will not work, unless each member of the group shares exactly the same bounding box, which is doable with some simple hacking. Another important point is that each group has to have the same number of members, otherwise everything will brake apart (again, solvable with inclusion of dummy members). I didn't try yet how easy, or hard is to wire every parameter of multiple scatters (i guess simple instancing will not work, because of requirement to have different instanced objects in each scatter). In theory, you should be able to wire several empty scatters together, save them to a file and reuse them in any scene by simple operation of merging.
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2022-09-23, 10:39:16
Reply #459

Juraj

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Well that's just little bit too much of work around :- )
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2022-09-23, 10:50:53
Reply #460

romullus

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Haha, that sounds  a tad more complicated that it actually is. I tried to wire parameters of two scatters and it was pretty easy, albeit quite tedious exercise. There are some complications with it, which i hope to solve with the help from Corona team. I'll update this topic soon if i'll have more news on that.
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