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Messages - andreupuig

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31
Work in Progress/Tests / Re: Exterior wip
« on: 2012-11-22, 09:55:13 »
This dots sound strange, when I rendered exteriors, night and late afternoon, of the theatre I never get those dots.
I was using coronaSky, coronaSun, mesh lights and there were a lot of extremely blurred reflection, but never had random white dots, even in first test. I had some noise on blurred reflection materials that is not your problem.
Did you tried to render without glass object? Not hide to camera or similar, just hide the objects.

32
Gallery / Wine bottle
« on: 2012-11-15, 19:10:14 »
Hello everyone,
I made a studio render of a bottle of wine (family little production) to test glass and liquid materials and dof. I tried displacement but it crashed very often.
Every corona rectangular light is combined with a translucent panel to blur the edges, as there's no possibility to put a texture in the lights.
The render took 25 minutes.

Hope you like it, bye.

33
[Max] Resolved Feature Requests / Re: Light Lister
« on: 2012-11-15, 16:38:58 »
Integrated for standard max lights, script for vray on scriptspot.com

34
Off-Topic / Re: Challange - Rendering - NOW WITH POLL!
« on: 2012-11-13, 13:08:23 »
get inspiration from here http://architecturepastebook.co.uk/#9

35
Gallery / Re: Theatre in Barcelona
« on: 2012-11-11, 12:53:40 »
@Rawalanche: yes, 10 hours are a bit too much, but I let render through the night, so maybe after 3 hours it was good. After 10 hours it reached pass 120. Is there a specific number of passes that could be considered accaptable or it vary from scene to scene? For example, Next Limit says that a pass of 25 is good enough for Maxwell Render. For the optimization I asked for but I didn't received any useful advice. I picked up some settings from other posts. The artificial illumination here is mainly given from meshes with emission material and Corona plane lights.

@Maru: for the bitmap building you are totally right, I didn't liked but were directly asked from the client.

36
Gallery / Theatre in Barcelona
« on: 2012-11-10, 13:57:40 »
Finally I'm posting here the final renders of this project.
The exterior renders took about 2 hours to converge to a acceptable quality, the interiors took about 10 hours to reach the 120 passes (I let all night, maybe it was good few hours before).
Everything rendered at 2400 as maximum side.
From this production experience I was quite impressed how Corona is fast especially with such amount of glossy reflections everywhere.

Edit: wrong images attached...

37
Work in Progress/Tests / Re: [WIP] Theatre/ learning Corona
« on: 2012-11-06, 10:25:00 »
Finalizing and tuning lights for the exterior view. Surrounding buildings will be heavily photoshopped.

38
[Max] Resolved Feature Requests / Re: Infinite ground plane?
« on: 2012-11-05, 16:42:48 »
I thought exactly the same thing yesterday.
Save ponies!

39
Work in Progress/Tests / Re: Office
« on: 2012-11-05, 12:05:30 »
Quite scary. At least one white wall. After few days working here people will get eye disease due to low light level.
The bonsai will die in few months, no sunlight :(

40
Work in Progress/Tests / Re: first corona interior tests
« on: 2012-11-02, 12:09:31 »
Nice work and nice models.

@DeadClown: I noticed that the vraynormal map obviously is not translated, but it bring to crash when trying to render. I suggest to disable the corona bump map slot after the conversion when there's a vraynormal map in the vray bump map slot, with a warning message with the list of which materials have normals assigned. I had a model with lot of objects and the task to find which object was causing problem was a long and tedious work. I suggest this until corona support normals, if the next release of alpha/beta have normals support and soon to be released discard this. Just my experience. Bye!

41
Work in Progress/Tests / Re: Corona interior - Wip
« on: 2012-11-01, 18:27:28 »
Did you try with a gradient map instead of the hdri for the exterior environment?
I never tryed the other models of the CoronaSky, but it seem you can edit colors to simulate a night sky.
Maybe you could use just a simple dark color...

42
Work in Progress/Tests / Re: [WIP] Theatre/ learning Corona
« on: 2012-10-31, 19:22:56 »
Continuing working on the scene and added some objects. Passed a morning mapping some books (almost everyone from my real library).
Trying to solve the high noise level in the center of the image. I remodeled the hanged lights reducing the number of polygons (it was a rendered spline with 8 sides, now 4 and with less subdivisions) and removed some lights on the ceiling making them smaller, 3 meters long. After 2 hours and 12 minutes (rendered with max buffer, it didn't print the stamp) I reached 67 passes.
There are still some noise on the metal blades of the ceiling, I'm trying to discover what cause it; with a render region I reached something like 300 passes and the noise is stille there...

Bye!

43
Work in Progress/Tests / Re: Tube Amp
« on: 2012-10-30, 14:16:25 »
Maybe just a simple wood plane, as support for the amp, could catch some shadows and reflections which drammatically improve the render.

[OT] Will matte/shadow material implemented in future? Or maybe is still there but I can't see [/OT]

44
Work in Progress/Tests / Re: [WIP] Theatre/ learning Corona
« on: 2012-10-30, 12:31:31 »
It is supposed to work this way. Everything is fine. The only non-realistic thing is that last vray render.

Exactly, when you have to render a window glass, you don't want distorted refractions. You modeled a sphere, but a window glass is just 6mm thick. In vray material there are similar options as Corona under the tab options (double-sided and reflect on back side). Solid glass material brings more computation and unnecessary caustics.

45
Work in Progress/Tests / Re: [WIP] Theatre/ learning Corona
« on: 2012-10-30, 11:26:49 »
Twosided material glass works fine with singlesided object, no problems, really. Surely I will never make fakes as you [keymaster, Rawalance] suggested ;)
Another thing: which are best settings for bitmap texture? The default filtering, pyramidal, with default blur, 1.0, gives me extremely blurred textures. I set everything as none filtering and 0.1 in blur.

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