Chaos Corona Forum

General Category => Gallery => Topic started by: Juraj on 2014-10-17, 16:07:04

Title: Forest & Ocean
Post by: Juraj on 2014-10-17, 16:07:04
{{ Each images is around 2-3MB, so it will load slowly for those will slow bandwitch, fast version is on my Behance here https://www.behance.net/gallery/20585117/Forest-Ocean }}

One of our smallest projects this year showcases cooling product by Evening Breeze, quite nice, modern and ecological gadget. We prepared 3 environments, from tropical forest, city to ocean to showcase its placement among varied places in homes.
Full set design and visualization by us. Imagery was rendered in 8k (7680px width)

This was technically rather small and "fast" project, although I've spent considerable time to think through how to conceive the interior sets. It's one of those "make everything as you wish, just follow the rules what to show" projects, which isn't so easy I think.

I have uploaded the originals (but still compressed...) to this forum because I can't to any other place (not even dropbox shows it unless you download it, like...why do we even have hi-res monitors and fast internet if there is no option to show hi-res stuff?)

Cheers
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-17, 16:08:33
Ocean

Title: Re: Forest & Ocean
Post by: dartofang on 2014-10-17, 16:16:17
Hi Juraj, again congrats on this images, they look all amazing, except for the background on your night scene i think the farthest part should be a little bit dark and not too bright.
for uploading highres images try deviantart, they don't compress your images there ;) great job man!
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-17, 16:20:47
Edits:

Place for short tuts and answers:

Well, the wall, it's primitive and simple, I don't claim it's best or what, but here it's how its done in this one case:
Basically, it's really just bump map and glossy map, nothing else. It's not even strong bump and the geometry is only weak relief, I wanted it this way.


To be continued..
Title: Re: Forest & Ocean
Post by: dartofang on 2014-10-17, 16:24:47
haha why not?
Title: Re: Forest & Ocean
Post by: johan belmans on 2014-10-17, 17:19:33
what can I say..... well done.

I presume the painted stone wall and thick grey blanket (first set of images)or both achieved with displacement?
Title: Re: Forest & Ocean
Post by: Marvey on 2014-10-17, 17:40:08
love this set of images, nice interior design/architecture, and nice quality render!
well done!
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-17, 18:03:44
what can I say..... well done.

I presume the painted stone wall and thick grey blanket (first set of images)or both achieved with displacement?

I have some time before I go to beer I will post short tut what it is, moment.
Title: Re: Forest & Ocean
Post by: borisquezadaa on 2014-10-17, 18:20:06
Have you tried translucency with the bed materials?... also this cloth meshes has so many geom on it that the shadow artifacts are quite visible at those high resolutions. I'm going to do some test to see if it improves cause the blanket from bed are looking a little like plastic.
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-17, 18:26:23
Have you tried translucency with the bed materials?... also this cloth meshes has so many geom on it that the shadow artifacts are quite visible at those high resolutions. I'm going to do some test to see if it improves cause the blanket from bed are looking a little like plastic.

They are not high-poly at all, they are actually over-optimalized by Bertrand Benoit (I don't have tropical beds, so I used his cloths, and remixed it to my needs). The artifacts show only in one or two shots where I unfortunately forget to check wrong normal map in bump slot. Nonetheless they're not the best models out there, and hardly like Veronika's beds but those take one week to make and, these ones we bought. To me it's ok.
Translucency, no I didn't ,but I think quite few people asked me in Paris apartment.
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-17, 18:36:22
what can I say..... well done.

I presume the painted stone wall and thick grey blanket (first set of images)or both achieved with displacement?

I have some time before I go to beer I will post short tut what it is, moment.

Have a look at third post from top, I uploaded two pics, I hope it illustrates it.
Title: Re: Forest & Ocean
Post by: AnubisMe on 2014-10-17, 19:09:53
Really nice images! I really like Forest_Vignette1.jpg The settle DOF adds a lot of realism
Title: Re: Forest & Ocean
Post by: borisquezadaa on 2014-10-17, 19:19:21
Hmmm...amazing... you can actually sell that quality. I  mean it looks like Bertrand put a prooptimizer over a mesh generated by marvelous, that gives a lot of triangles and corona  cant shadow those cause needs an aproximation (terminator something i think it's called).
Its clearly visible in "Forest_nigth 8k".
The only thing i can think of to avoid that is do some retopo over to get nice quads and turbosmooth the hell out of it.

Actually the translucency in cloth materials only works under certain types of ligth and does not help too much to avoid this issue i'm afraid.

(PS: who is veronica?)

Title: Re: Forest & Ocean
Post by: mrsacan on 2014-10-17, 19:59:24
second set is too bright imho
Title: Re: Forest & Ocean
Post by: Polymax on 2014-10-17, 20:46:31
very good work! Last shot with deep blue - amazing!
Title: Re: Forest & Ocean
Post by: ylucic on 2014-10-17, 21:22:02
excelent render quality and lightning mood! ...the only thing that bothers me (and its a very small thing) is the photo in the background...
The trees that are closer to the window should be either reflecting a little bit or cast some shadows in the horizontal window frame. because of the way that photo was taken, the trees seem to be much closer to the window. maybe some polys with opacity maps will do the trick . And if you are using Fstops to control exposure instead of EV in corona, then probably at f5.0 or some wider aperture some bokeh would be visible in the farest hill.

and a less technical comment/question :) ... as far as commercial work goes: why are you choosing Corona? Here at the office a partner and I are still "playing" with Corona, transforming vray scene and what not. And the results in interiors are far superior in terms of lightning compared to vray (in our scenes at least). We have some 20+ i7cpus (lots of cores to play with), so computing time is not and issue. Getting great lightning in interiors with corona is super fast and fun to do. The problem is, we have to convince "the boss" to be able to use Corona in at least ONE project yet xd ....for you, choosing corona has been a "less time setting up lightning" criteria?...better quality?...photorealism?

anyhow ....great images :)

render times? ...did you use batch rendering or backcburner with strips??
Title: Re: Forest & Ocean
Post by: tomislavn on 2014-10-17, 22:02:12
Those are some really really amazing renders, great realism! The night one is definitely my favorite :)
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-17, 23:14:29
Thank you much guys :- ) It's only very small project but I sort of liked it, it gave me quite freedom and I always enjoy that, although with very narrow time constraints.

Really nice images! I really like Forest_Vignette1.jpg The settle DOF adds a lot of realism

In-render DOF :- ) I just set the GI/AA slightly lower (4-8) so I can get more AA passes in same time, because GI will be long clean before the DOF converged.
Makes life easier, I almost always use subtle DOF, unless it's main hero-shot, where I avoid it, most clients don't particulary like it, but it's ok, it should be informative.


And the results in interiors are far superior in terms of lightning compared to vray.

..and a less technical comment/question :) ... as far as commercial work goes: why are you choosing Corona?
render times? ...did you use batch rendering or backcburner with strips??

Maybe not the best thing to write on forum but Corona doesn't give me much nicer images under most conditions, I can get almost identical look in Corona and Vray. My work is still my work...it's not work of Corona.
I would be lying if I say I don't get slightly upset when few (or lot...) folks write stuff like "Wow, Corona power". Like,...huh ?

But it makes my life so much easier, that I literally don't spend a second worrying about setting up something. I don't, I create, build my scenes and render them. It's not only about saving time, but also sanity. It keeps me in better mood overall
knowing that I don't need to care about stuff that isn't important to your results. It always render and finishes and gives you good technical condition (no artifacts, etc..) It's also so fast evolving, and it's evolving in right direction, both Ondra and Adam understand what is the correct direction to go, they don't listen blindly to few "pros" who live outside of reality (like it happens on Chaos forum sometimes). They listen, but still keep their vision, don't compromise the simplicity while not being too rigid about finding solutions to issues. They have my trust in way no other renderer can give me, I believe once it goes commercial it will evolve finely to allow basically any production.

Render times, few hours, depending how many machines were free :- ) I don't have short times, but they're still super decent for where I push it, don't optimalize, just render hi-res. Comparatively, it's far faster than brute force (or way faster than all the unbiased ones), but obviously, not as fast as fully cached (IR/Final gather/etc..). I don't care much, I also prefer to simply buy more PCs.

I use distributed directly or Backburner (with distributed managed by server), but regular, no strips. Maybe I was lucky, but I never got any issues with neither network rendering

second set is too bright imho

Personal aesthetics :- ) I have few images that are way brighter than this.

that gives a lot of triangles and corona  cant shadow those cause needs an aproximation (terminator something i think it's called).
Its clearly visible in "Forest_nigth 8k".


Like I said, it was incorrect normal map, if you check the close-up, which was rendered later, there is no issue, because I changed it. Terminator is when there are not enough subdivs to smoothly show normal map, but this was issue of the normal map itself, It's tesselated enough.

(PS: who is veronica?)

My girlfriend, my business partner too :- ) We run the studio together, with two modelers at the moment.
Title: Re: Forest & Ocean
Post by: Coronaut on 2014-10-17, 23:46:45
Cool looking stuff! Why did you choose cinema like aspect? I now you had your reasons but if you care to share i find strange doing this for product viz.
Apart from that you are naming files in exact manner as i do and i find that trippy :D i have little observation regarding Image Forest_Vignette3 that is really annoying me.
Cutting out bed shade from the framing, that is something that draws in eye as it connects with image frame. Well that is why i have asked why did you choose this Aspect, i wouldn't find that strange that client has requested to be like that after you did final renders and that this i just residue from cropping all images in this aspect ratio. But since i notice you are parallel lines/golden ratio fetishist, i am not that sure. :D
Like mood you have in ocean images it feels like summer but i think that it lacks contrast just a little bit(i have monitor that is calibrated) It seems to me you have pushed highlights somewhat too much. At first when image is small it looks like you overblown HL but viewing larger(full size) you can clearly see that everything is preserved. So if you are by any chance using spyder calibrator and you have set your monitor to 150cd(measure by calibrator) raise it up to 200cd :)
Cheers.

Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-17, 23:52:54


That's too many questions man :- D you always talk too much :- ).

Well, I don't have logical answer for all, so, with me it's always good to know that I often do stuff just because I like. Not because it's better or correct, but just because I can and fancy in the moment.
I have a lot of fun doing 3D for job and I don't take many rules seriously. My compositions often suck, it's hit&miss, I take few things too rigidly, and completely forfeit others, it heavily depends on the moment.

(plus client needed the shots for website, that's why 21:9)

Haha, glad you like the naming. I was thinking...maybe I should change it before I upload it...but I am too lazy, who cares. And damn, some people notice :- D.

Regarding calibration, I do use calibrated Dell U3014 (few of them), but I have them set slightly dimmer than what average monitor happens to be, but just slightly. But the overblown aesthetic is just what I like. The low contrast is also intended.
I know it looks bad to many, but...like I said, there is no reason, I just like it. I like it bad :- )
Title: Re: Forest & Ocean
Post by: Stan_But on 2014-10-18, 00:10:28
Сool, man
I liked very much your Forest & your Ocean (;
Realy cool
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-18, 00:13:14
Thank you Headoff :- )
Title: Re: Forest & Ocean
Post by: Coronaut on 2014-10-18, 00:46:51
Well for most of people that do not have calibrated monitor this would look wtf? And that is more of a problem of them then it is yours as this printed out on glossy paper will be wicked.
Well if that wasn't your intention(for framing etc) it just shows your aesthetic approach works and talent ofc.
Usually people do not care about framing composition and as it is 3D they try to achieve something by moving objects in composition, instead searching for composition like you would do in real life. That tends to mess up frame more often then to correct it, as on subconscious level brain always search for patterns to replicate of what he finds proportionally ideal, as it is perfect way of being in conjunction with everything that has evolved since the beginning of time same as human perception of naturally occurring phenomena and things and finally our understanding of everything around us.
For instance there is unconfirmed story about architect I.M. Pei who was responsible for pyramid in Louvre that he done that just as he find it "pleasing to the eye" and that he didn't want to scale Great pyramid of Giza... I guess same as someone who done pyramids before him and same as there is similarly looking man made objects and observation on every corner of the globe. 
I think it is cool that you are respecting your talent but i think you will broaden your horizons even more if you are willing to understand on rational level why you do what you do if you are serious that you do not care and not just trolling ;)
As we mentioned in other topic, more or less people are able to replicate quite effectively everything technical, especially settings etc. so called tricks of the trade... but usually they do not have deeper understanding about why they find something appealing, actually very few.
Unfortunately based on my experience few people question something like that, and crazy part is that almost everybody on this planet is able to observe and notice something like that. Observation of proportions and bunch of other things(to keep it short :D) every brain is capable finding that "call it as you want" but far greater brains trough human history wasn't be able to do explain all this...   
Brain diarrhea. I won't do it anymore!
I need to act accordingly, what settings did you use, WOW did you used HDRI or Sun sky, is that PG HDRI :D ahahah
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-18, 01:05:30
Well, I didn't say I don't care always by default :- ) I am fully aware of the rules, but, if I feel I want to do what pleases me instead, I stick to the latter.
Nonetheless, to answer on 'rational level' why I simply cut it, is that I had no intention to put focus on that item, it's simply there, but the focus should be overall room.
It is 'product rendering', but also isn't. So I cut the 'room', not the item in this way.

Haha, well, answer will be simply for those who ask, because it's default for most (with 2048 HD cache only for finals), and 4-8 GI-AA for mor "DOF-y" shots. Neither is necessary though, that's the beauty of Corona, it's simply priority,
to avoid confusion for people who think of it as "different" settings.

And yeah, Corona Sun+Sky :- ) Single nightime HDRi (CG-Source, I don't know which one honestly, I only have 6 of them) for the single night shot. S+S all the way for super flexibility.
Title: Re: Forest & Ocean
Post by: ylucic on 2014-10-18, 01:26:08


Maybe not the best thing to write on forum but Corona doesn't give me much nicer images under most conditions, I can get almost identical look in Corona and Vray. My work is still my work...it's not work of Corona.
I would be lying if I say I don't get slightly upset when few (or lot...) folks write stuff like "Wow, Corona power". Like,...huh ?

I get you perfectly..it happens to us when testing for exteriors... we havent made any exterior renders that look good or at least as good as we can produce using vray..YET ...
And its true that the experience we users have with corona are very different. In our case the scenes we've tested look very very (very) good in corona when compared to vray. We can see it in the way shadows behave and in complex materials. But far more important is because of the fact that we are seeing better images overall in lightning with a LOT of less tweeking (fake fill lights, tedious color mapping, horrendous splotches, endless spinners editing, etc) and that's a Wow factor for us because it makes this job fun. It's like when I have to use Grasshopper for Rhino, it makes your life easier, its fun and the community online it awesome :)

and a little question about your workflow if you dont mind :) ...are you converting materials with the scripts o doing materials from scratch? maybe a silly question, but we've been spending a lot time correcting material albedos so the models can work in different light conditions ....

Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-18, 01:47:12

and a little question about your workflow if you dont mind :) ...are you converting materials with the scripts o doing materials from scratch? maybe a silly question, but we've been spending a lot time correcting material albedos so the models can work in different light conditions ....

50:50. Every important material is from scratch, but is also largely due to fact I use Corona for more than year (almost year and half) and I didn't had any previous library or something much to work from. I also constantly change how I make mats.
But for those numerous decorations and stuff, convert works flawlessly. The specularity will be off slightly but that's not very noticeable for deco stuff.

Regarding albedo, my Corona materials don't look different than those from Vray, I use the same principles, and the system is almost identical as well between these two renderers.

The fact that Corona does create better looking images for so many users is more testament to acessibility of Corona, you don't have to work for the technical quality as you have to do in Vray, you don't need to do any choices.
I can set Vray3 to work very similarly to Corona {BF/LC; Min.Shading rate >8; CRL=0, Progressive sampler,etc...} but I don't have to move a finger to make Corona work towards best quality. This makes it the same engine for seasoned pros as beginners.
And that's great, that's how evolution of software should be these times.

It's also the same what you called 'wow factor', for me it's 'fun factor' :- ) Taking out the unnecessary tediousness and just, looking towards what it gives me after I press render.
Title: Re: Forest & Ocean
Post by: steyin on 2014-10-18, 03:31:25
Stunning as always man.
Title: Re: Forest & Ocean
Post by: borisquezadaa on 2014-10-18, 05:57:19
Well i feel kind of ashamed. I revisited this gallery at home. It looks like the monitor at work is really badly calibrated. I retire all what i have said.
This set of images really rocks Juraj!.
And  on behance gallery it looks even better.

I remembered some time ago calibrated this monitor but never noticed such dramatic difference.

Also checked those beds from Veronika you talk about... mother of god! its all over google.
Lucky both share the same passion.
Must go... too much to learn.
Have a great weekend!.
Title: Re: Forest & Ocean
Post by: johan belmans on 2014-10-18, 10:48:52
what can I say..... well done.

I presume the painted stone wall and thick grey blanket (first set of images)or both achieved with displacement?

I have some time before I go to beer I will post short tut what it is, moment.



Have a look at third post from top, I uploaded two pics, I hope it illustrates it.

Many thanks

I am not sure if you went out for beers.............  ;-)
Have a splendid weekend!
Title: Re: Forest & Ocean
Post by: daniel.reutersward on 2014-10-18, 11:52:33
Nice set of renders Juraj, I really like the mood in "Forest_Vignette1"!

If you don´t mind me asking (got a little curious), how long is "very narrow time constraints"?
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-18, 14:50:29
Nice set of renders Juraj, I really like the mood in "Forest_Vignette1"!

If you don´t mind me asking (got a little curious), how long is "very narrow time constraints"?

It was done during 3 weeks, we had other much bigger projects to do between and also traveled to Sweden (for whole week, well, we've met :- )..) for presentation so it was very fractured.
In the end, the actual 3D comprised of about 10 days total (not continual), during which I rendered 3 environments (there is also "City"). That already includes 2 change rounds and quite a bunch of pictures.
But during other days I spend doing the brainstorming of how it should look. I had some issues there, I wanted to avoid the minimal catalogue look, but then I made the spaces too large and detailed, so I had to go back.
Title: Re: Forest & Ocean
Post by: daniel.reutersward on 2014-10-18, 17:28:49

It was done during 3 weeks, we had other much bigger projects to do between and also traveled to Sweden (for whole week, well, we've met :- )..) for presentation so it was very fractured.
In the end, the actual 3D comprised of about 10 days total (not continual), during which I rendered 3 environments (there is also "City"). That already includes 2 change rounds and quite a bunch of pictures.
But during other days I spend doing the brainstorming of how it should look. I had some issues there, I wanted to avoid the minimal catalogue look, but then I made the spaces too large and detailed, so I had to go back.

Thank you for the info and I hope you enjoyed your week here in Sweden! :)
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-18, 17:38:10
I did :- )
Title: Re: Forest & Ocean
Post by: hunter1st on 2014-10-19, 15:27:29
Great work! I really like the first images. The second ones are also nice but alittle too bright. Maybe you just need to squeeze the gamma alittle more to bring back some contrast. NICE!

Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-19, 16:43:48
Great work! I really like the first images. The second ones are also nice but alittle too bright. Maybe you just need to squeeze the gamma alittle more to bring back some contrast. NICE!

No I lifted it intentionally so :- )
Title: Re: Forest & Ocean
Post by: distroe on 2014-10-19, 20:43:15
 Congrats Juraj for your inspiring work!
 Hoping not to be too pushy, could you share some more materials and render settings?

 Thank you,
 Dan
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-19, 21:48:00
Congrats Juraj for your inspiring work!
 Hoping not to be too pushy, could you share some more materials and render settings?

 Thank you,
 Dan

I answered render settings after joke question on page2, there are none :- ). It's default + high HDCache precision (2048), I also still use Internal res=2 because I simply can, so it's 7680+Int-res2= hi-res with nice AA.
Only difference is heavier DOF, when lowering  GI:AA ratio makes sense, since DOF takes more time to clean than GI. It's not necessary to do, it just priorities the sampling.

You can keep everything default and it will look almost the same.

What materials interest you here... ? They're all super basic, there was no time(or need) to go fancy.
{The Kogan house will have advanced mats+ tutorials for them}
Title: Re: Forest & Ocean
Post by: Ludvik Koutny on 2014-10-20, 12:05:49
No Evermotion frontpage yet :/
Title: Re: Forest & Ocean
Post by: Chakib on 2014-10-20, 12:12:24
Fantastic render like always Juraj, i really like the textures and the night version !
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-20, 14:18:14
No Evermotion frontpage yet :/

:- D ? I don't post there (or anywhere) :- ) I did like twice in past, but not sure if I want to, it felt almost as those FB groups at times.
Title: Re: Forest & Ocean
Post by: erick3d on 2014-10-21, 16:57:58
Again a masterpiece, some fews details  has been mentionned, but think most of them  are personnal taste...
Evermotion FP?  on Marc Zuckenberg  cover :)
Title: Re: Forest & Ocean
Post by: dia on 2014-10-21, 17:30:45
Great work man. I love the forest serie although the seaside images is to bright as other users say.
Keep it up Corona God father ;)

/DIA
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-21, 17:31:15
on Marc Zuckenberg  cover :)

:- D
Title: Re: Forest & Ocean
Post by: Adi on 2014-10-22, 02:46:52
Photos again :) I switched to Corona the first time I saw your Coastal house images and I think I would do the same if I saw these first :)
Great quality as always!
Title: Re: Forest & Ocean
Post by: Tom Zamorin on 2014-10-22, 05:05:24
Juraj

The most effective Forest_Night_8k.jpg
And as it is pleasant Forest_Vignette1.jpg - on the right наподобии a fog, it is postprocessing or effect from DOF?
Thanx!
Title: Re: Forest & Ocean
Post by: raylight75 on 2014-10-22, 12:21:52
You have some problems, floor is too uniform in the real worls planks are not perfect aligned verticaly and hor., in the second pictures bed looks bad in the closeup- is very triangulated you need retopology for clean geometry, for the last images if you have light with big power in the room that light must affect windows to outside, in my opinion violet light is too strong.
And for all images in the real world materials like wood have little anisotroping, you need some variation in the reflectivity and glossy of the wood materials in the sceneq the wood materials sre very flat and uniform.
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-22, 13:14:21
Juraj

The most effective Forest_Night_8k.jpg
And as it is pleasant Forest_Vignette1.jpg - on the right наподобии a fog, it is postprocessing or effect from DOF?
Thanx!

Not sure what exactly you mean, but it's both. DOF is rendered, and you probably mean the seeming 'haze', but that's only lifted shadows.
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-22, 13:21:50
in the second pictures bed looks bad in the closeup- is very triangulated you need retopology for clean geometry

I already answered it twice, it's just normal map error I forgot about (because it was visible only under zoom), if you look at next image, it's corrected. I don't think it matters, since you have to look for it.

wood have little anisotroping, you need some variation in the reflectivity and glossy of the wood materials in the sceneq the wood materials sre very flat and uniform.

I know, 60perc. of wood materials in my work have anisotrophy, which I even stated in tutorials. But this is simple, flat wood, with only slight specularity (more natural).

Saying I need is strong word, if these are issues for you, than wait for my next personal non-commercial project, which is more polished than 12 images in 10 days ;- ). {there is also unpublished 'City' }
Title: Re: Forest & Ocean
Post by: Tom Zamorin on 2014-10-22, 15:29:27
Juraj
You have correctly understood all (in spite of the fact that I on русски have written one word). :)
I also wanted to learn it. I thank for the answer!
Title: Re: Forest & Ocean
Post by: Edvinas on 2014-10-23, 18:56:12
Cmon people. If you want, you can always find something what is not perfect. Always. But considering time/quality result as Juraj mentioned, it looks stunning. Really, man, very good work!
And it's nice to see how you stand for your "taste" ;)
Title: Re: Forest & Ocean
Post by: form on 2014-10-28, 11:55:06
Great work, the only thing that immediately stood out for me was on the forest night image, something about the lack of depth on the backplate, just looks a little to flat (a bit like a giant plasma tv and not a window/opening) but man, you and your partners work are great and I'm excited to see more. This is the reason I joined the forum.
Title: Re: Forest & Ocean
Post by: Juraj on 2014-10-28, 12:06:50
You're right about that, and maybe if I was more talented in photoshop I could add the depth in some ways (I tried sort of, but maybe in wrong way). It was impossible find backplate to please the client, and the reason why it isn't covered more with fog/haze, which
would add depth, is that the backplate had to be very dominant, to make it stand out. It does kill the realism, but on other the point of image was the environment itself.
Title: Re: Forest & Ocean
Post by: form on 2014-10-28, 12:34:10
I know the feeling, its often comes down to sacrifice to give the client what they want and to meet deadlines, regardless if you think/want it to be different. Either way, cracking set of images.
Title: Re: Forest & Ocean
Post by: fabioazevedo on 2014-10-28, 12:36:56
I think you probably made it too strong in terms of light intensity, perhaps when you were looking for that depth, and that's why it looks as if it was a giant plasm like form said.
Simply toning it down a bit would likely solve the issue (maybe not for the client :p) as, composition wise, wouldn't be competing so much with the bed itself.
Anyway, like I said somewhere else, great images Juraj!
Title: Re: Forest & Ocean
Post by: abubaker on 2014-11-12, 06:43:17
Stunning Images. Love the compositions and the Mood. I am sure plenty of hard work went into these renders, Great Job.
Title: Re: Forest & Ocean
Post by: melviso on 2014-11-12, 07:20:42
Wow.. these images are top notch. I wonder how long they took to render. Great work, Juraj. I wish my work was this good. Will keep on practicing. Can I ask what your opinions are about Corona compared to Vray?
Title: Re: Forest & Ocean
Post by: Alexp on 2014-11-14, 10:05:12
I Juraj, first of all, congratulations for your work. Its very impresive. You got it, I dont know why, but you got it, Lol
The light balance and the atmosphere its perfect in my humble opinion.

Only one question. For the glases of the windows, you use only one plane with thin(no refraction) and portal lights or the brute force method, you know, with a box.


best regards
Title: Re: Forest & Ocean
Post by: Juraj on 2014-11-14, 20:49:51
For the glases of the windows, you use only one plane with thin(no refraction) and portal lights or the brute force method, you know, with a box.


When a slight possibility of visible refraction (like glass edges) exists, I always use box. For this project, Box glass and no portals (not needed, look at how open these spaces are).
For projects with very little windows, thin and yes, portals.

I wonder how long they took to render.

Not the type of answer people would perhaps like: A lot of hours :- ) In the end it's not much issue since I have few computers to do that job, but it's not fast.
I render quite hi-res (for big commercial project I start in December, we agreed with client on 8400px because of print, so that has some cost too) but they're not super fast even in lower res :- )

Exteriors are fast, but GI+Glossies have their cost, regardless of rendering engine ( that I use/used ).

Can I ask what your opinions are about Corona compared to Vray?

Don't like to go into this territory :- ) I have a love/hate relationship with Vray. Don't get me wrong, I am not evangelist, Vray 3 is excellent rendering engine. For all my animations jobs, it's till what I use primarily.

I could give you some tangible answer what is faster and when, but people would rip me apart because it's such a emotional topic. If I said Vray is faster here, someone would tell me I don't know how to use Corona,
if I said Corona is faster here, Vray fanboys would tell me I don't know how to use Vray correctly and so... I am tired of that and not interested in software wars. I don't even care, I am utilitarian, I am always trying something else and having fun, checking if it works for me.
I invested thousands of hours into Vray, not just using it, but getting super deep into every parameter. Yet, I use Corona for 80perc. of my commercial work, and 100perc. of my "hobby" work. That should give you quite an answer
what I think is the better engine for me and my type of work.
Title: Re: Forest & Ocean
Post by: demmi on 2014-11-14, 23:57:40
good answer Juraj =)
Title: Re: Forest & Ocean
Post by: melviso on 2014-11-15, 06:15:57
Don't like to go into this territory :- ) I have a love/hate relationship with Vray. Don't get me wrong, I am not evangelist, Vray 3 is excellent rendering engine. For all my animations jobs, it's till what I use primarily.

I could give you some tangible answer what is faster and when, but people would rip me apart because it's such a emotional topic. If I said Vray is faster here, someone would tell me I don't know how to use Corona,
if I said Corona is faster here, Vray fanboys would tell me I don't know how to use Vray correctly and so... I am tired of that and not interested in software wars. I don't even care, I am utilitarian, I am always trying something else and having fun, checking if it works for me.
I invested thousands of hours into Vray, not just using it, but getting super deep into every parameter. Yet, I use Corona for 80perc. of my commercial work, and 100perc. of my "hobby" work. That should give you quite an answer
what I think is the better engine for me and my type of work.

True words Juraj, I have also come to love Corona as well but I am not sure how it will work especially with animations. because of the noise/grain. Having said that, I did notice a lot of archviz companies here in London seem to have Vray as the primary renderer. I just graduated from uni (postgrad) and it seems a lot of the companies are reluctant to try Corona out. I may be wrong though.
Title: Re: Forest & Ocean
Post by: Alexp on 2014-11-15, 08:53:48
Thanks for your answer. Its because now im working in a big space saloon and Im a bit lost in this area (with corona) https://forum.corona-renderer.com/index.php/topic,2501.msg40519.html#msg40519

cheers
Title: Re: Forest & Ocean
Post by: Juraj on 2014-11-15, 15:46:19
graduated from uni (postgrad) and it seems a lot of the companies are reluctant to try Corona out.

Well, companies have their workflows, libraries and overall processes they invested heavily toward the years, so it's not surprising they're conservative and it's actually rational choice.
It's much easier if you're own boss of company like me or freelancer, then you can afford to do your own choices :- ). But in big studio world, it's them vs you. Still lot can be done to persuade them but I don't have much to say in that.
Title: Re: Forest & Ocean
Post by: Alex Abarca on 2014-11-16, 09:15:58
{{ Each images is around 2-3MB, so it will load slowly for those will slow bandwitch, fast version is on my Behance here https://www.behance.net/gallery/20585117/Forest-Ocean }}

One of our smallest projects this year showcases cooling product by Evening Breeze, quite nice, modern and ecological gadget. We prepared 3 environments, from tropical forest, city to ocean to showcase its placement among varied places in homes.
Full set design and visualization by us. Imagery was rendered in 8k (7680px width)

This was technically rather small and "fast" project, although I've spent considerable time to think through how to conceive the interior sets. It's one of those "make everything as you wish, just follow the rules what to show" projects, which isn't so easy I think.

I have uploaded the originals (but still compressed...) to this forum because I can't to any other place (not even dropbox shows it unless you download it, like...why do we even have hi-res monitors and fast internet if there is no option to show hi-res stuff?)

Cheers


Hi Juraj, First of all I love the images. However with great images come also great speculation. The rubble wall seems to end a bit odd where it meets the floor, but still fairly possible (is it substance?). I'm also wondering if the chairs models are a real product, it would be kinda difficult upholster the back rest curve. I enjoy your visuals thanks for sharing.
Title: Re: Forest & Ocean
Post by: Juraj on 2014-11-16, 13:07:17
The rubble wall seems to end a bit odd where it meets the floor, but still fairly possible (is it substance?). I'm also wondering if the chairs models are a real product, it would be kinda difficult upholster the back rest curve. I enjoy your visuals thanks for sharing.

Lazy detail on my side. Regular texture. Good luck designing such texture in Substance :- ) It would take you 3 days only to still look artificial. Designer&Painter are cool tools for Games, perhaps very valid for VFX too, but sort of overkill (in bad way) for Archviz.


I'm also wondering if the chairs models are a real product, it would be kinda difficult upholster the back rest curve. I enjoy your visuals thanks for sharing.

Well I am not designing my own chairs..

It's Poliform Ventura armchair, costs quite few dollars.
Title: Re: Forest & Ocean
Post by: qwak on 2014-12-03, 11:40:55
Great work Juraj. I'm testing Corona for few weeks because Vray was driving me mad last few projects...I agree with you that Corona is not faster nor “nicer” than Vray (from my experience) but that simplicity is beautiful...and its very motivating to see this kind of HQ work done in Corona (along with for example Barts Square project).