Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - maru

Pages: 1 ... 787 788 [789] 790 791 ... 850
11821
Gallery / Re: Icelandic coastal house
« on: 2013-11-21, 17:41:53 »
Thanks for the material setups! (they are on the previous page if some didn't notice (like me ;) ))

11822
Gallery / Re: Icelandic coastal house
« on: 2013-11-21, 17:24:05 »
I always have to take back my stuff at least 50% to not make it look too crazy (and it's still too much ;) ). It's the subtle changes that make the renderings look so "photographic".
To solve this I usually load up the default untouched file onto a new layer and blend it by 33-50%. Or take a break and look at the processed file after some time.  :)

11823
Gallery / Re: Icelandic coastal house
« on: 2013-11-21, 09:58:13 »
The only thing I would point out is tiling wood texture. But it's still ok. :)
For me it is always awesome how you achieve realistic and aesthetic results with very simple means and (almost?) no fakery.
If you are ok with sharing your secrets - could you post screens of your material setup for the outside wood, water and glass?

11824
Looks like there is some new way of rendering participating media. I just thought this may be interesting for all 3d nerds and maybe useful for Keymaster (he probably knows about this for a long time as one of the guys working on this is from Charles university).

http://io9.com/disneys-new-rendering-technique-could-usher-in-a-new-e-1467435361

And the technical stuff:

http://zurich.disneyresearch.com/~wjarosz/publications/georgiev13joint.html

11825
Gallery / Re: testing and using. still like it
« on: 2013-11-18, 15:09:33 »
Good:
-lighting
-curtains
-floor
-some materials

Bad:
-maybe some bright background should be visible outside the windows
-juice looks like jelly :)
-ugly noise bump on chairs
-some bump maps are too strong (like on the kitchen table)
-some materials are too reflective (like on the small table)

But it's pretty ok for an interior reference picture. Good work!

11826
Gallery / Re: getting the hang of corona
« on: 2013-11-18, 10:08:45 »
Generally AO is fakery. It produces shadows that wouldn't be there in reality. It is true that it is darker close to the inner edges of rooms but it is darker - not blacker and GI will handle this without AO.

In Vray when using IR you have "enhance details" option that works pretty much like AO but instead of mindless darkening it focuses on better GI in occluded areas. In Corona default settings should be enough.

11827
Gallery / Re: Furniture and Product Design
« on: 2013-11-17, 20:22:27 »
Not bad, not good. I like the mini chair series - good contrast.

11828
Work in Progress/Tests / Re: Juraj's WIPS/Theory/Questions
« on: 2013-11-16, 23:09:54 »
By resources I meant textures/backgrounds/models. Usually the good old rule applies: expensive or shitty. :)

11829
Work in Progress/Tests / Re: Juraj's WIPS/Theory/Questions
« on: 2013-11-16, 19:33:53 »
Juraj, is there any website with free resources you would recommend?

11830
Gallery / Re: Studio oject render
« on: 2013-11-16, 09:51:32 »
I concluded this from others' comments. My bad.

11831
Gallery / Re: getting the hang of corona
« on: 2013-11-16, 09:47:26 »
Good example why you shouldn't use AO for walls. :)

11832
Gallery / Re: Studio oject render
« on: 2013-11-15, 18:53:16 »
So many years i try to force Vray to do that..

Quote
i use vray since its first stable beta. And i know what i'm talking about.

No offence, but considering these two posts it's a bit strange you didn't know about "reflect on back side" and "refl/refr cutoff" for glass.

Quote
A correct comparison was not my intention..

Quote
I just wanted to show how Vray and Corona draws a glass in a normal situation.

If you want to show how Corona and Vray do the same thing, then why won't you want to use correct comparison? I want to see it because it's really interesting. Please make a comparison of EXACTLY the same scene - preferably with exactly the same lighting (use emitter geometry or area lights with physical units) and then we will talk. :)

I suspect there might be some differences in how filtering works in different rendering engines - how it treats areas smaller than one pixel.

11833
Gallery / Re: Corona Trial Run
« on: 2013-11-15, 18:40:25 »

so should i let it run for like  80-90+ passes ?
it wont be grainy then ?


There is no rule for this but in most cases you should be able to have acceptable results after about 100 passes.

11834
Gallery / Re: Studio oject render
« on: 2013-11-15, 15:11:05 »
To have realistic glass material in vray you should:
-enable "reflect on backside" in material
-set "reflection cutoff" and "refraction cutoff" to 0
-increase max ray depth in render settings
-remember about proper fresnel reflections and IOR, absorption etc depending on your material

There shouldn't be much difference in quality - it's simply raytracing...

11835
I don't think it's a good idea and I doubt Keymaster would like it. Just wait for better adaptivity - it should ignore well rendered areas and focus on noisy ones.

Pages: 1 ... 787 788 [789] 790 791 ... 850