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Messages - Juraj

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4306
“To put it into perspective, when Pixar was developing the movie ‘Cars 2,’ its average rendering time per frame was 11.5 hours,” says Bassett. “We’re rendering at seven seconds a frame using Octane. It changes everything. There are now Hollywood movies being made using this technology.”

http://www.bdcnetwork.com/hyper-speed-rendering-how-gensler-turns-bim-models-beauty-shots-seconds?eid=216311880&bid=881711

You can think Corona is fast, but it will never be fast as Octane in Gensler office. They're 600 times faster than Pixar.

Jeez marketing these days is just...

4307
the render fight should always be speed at the best possible quality the render engine can deliver

I argued why you can't objectively measure speed/quality. You can just subjectively decide when some random quality you decided on matches former result (that you will eyeball based on previous renderer's result)
matches speed you attained based on your skill with particular renderer. It yields absolutely no value to anyone else than yourself then. it varies wildly proportional to your skill with such renderer.

Regarding overlay. no, that's not what meant. I simply put that forward as imaginary example of what would yield to be some analytical tool to measure difference/likeness of results in technical terms.

Regarding end-result for client, that's absolutely different matter. Almost all renderers can give you identical result if you try.

I think what you want to compare is how much effort in terms of human resources and time spent is required for each renderer to get likeable/desired result. But that can't be used for objective 'comparison' between renderers ("abc" vs "xyz" ) but instead
only as personal view on particular renderer (i.e "I like Corona because...abc"). If it's falsely used as the former, it only and always (in 100perc. of cases) leads to wildly biased fanboy fights on behalf of their amateur skills.

4308
Well, there are quite few high-dynamic HDRis on market (16+ stops), there is no need to invent new terms like "unclipped" :- D

I like the cheap price of hdri hub, but honestly, they are so bland. If I were in automobile industry, I would not place my car in super boring forest or next to trash house.
If he could just photograph locations like MOOFE/MAGROUND does, with the artistic flair, with prices he has now, that would be something I would be interested. Otherwise...they are much better out there right now.

4309
@lasse1309 - xoio

It's not that hard...

Well, just by using "Well I look and see" aproach you can't really evaluate if you reached the same GI and AA quality for example.

Lasse's example stands quite right. By improving your AA by small amount in Vray for example, you can exponentially multiply your rendertime. And these nuances can be hard to judge and let alone compare by eye.
Therefore any such comparison is doomed to be very far off, almost pointless. How can you even prove you reached similar result without using some overlay software technique ? And that takes into account purely GI and AA,
and those hundreds of little things in how it deals with caustics, dispersion, motion blur...even creating a scene that tests thoroughly and fairly all aspects can be dauntingly challenging.

With underlying algorithms being very different, comparing renderers will almost always be "apples and oranges".

With that said, I LOVE comparisons, but I dislike easy conclusions with "It is faster !", which by most measure, usually aren't very objective and biased proportional to tester's expertise in them.

4310
[Max] I need help! / Re: Hdri lighting problem?
« on: 2014-06-10, 17:44:06 »
If you want the settings in RenderSettings to apply, you need to tick "override camera", otherwise exposure by your Camera/Scene (EV) aplies. There is no difference to Vray here.

Gamma output 1.0?...Thought it was 2.2 in and out. I just remembering reading about in another thread.... Found it!...https://forum.corona-renderer.com/index.php/topic,355.msg2548.html#msg2548



Output doesn't matter at all, it doesn't affect render in any way. It's "output", what your render gets saved with. The setting in Gamma/Lut merely sets default to suite your workflow in pre-2014, i.e. 1.0 for .exr/.hdr and 2.2 for every other format (png/tiff/jpeg/etc..)
2014+ it's automatic, and can't be set (inside Max) manually anymore, might help with the never-ending confusion people have.

4311
[Max] General Discussion / Re: VrayHDRI
« on: 2014-06-09, 14:06:43 »
Someone know how to resize an hdri map ? i use vrayhdri and in spherical mode there is no way to set the tilling, very annoying

i am curious... to what end would you want to tile or resize a spherical hdr image, or how should that work?

cheers,

chris.

Heh, however weird that sounds, it's not a problem :- ) The tiling happens in the rectangular image, so very simple.
But what's the practical use of that, I've got no idea.

4312
Haven't (and will not) given it a test, but from my observation of their website, I would just repeat what Captain said.

4313
General CG Discussion / Re: ARION guys
« on: 2014-06-05, 13:56:53 »
When I tested a very different version 3 years ago, I wasn't impressed compared to Octane back then much.

4314
[Max] I need help! / Re: Video Post and Corona renderer
« on: 2014-06-05, 13:55:05 »
Reminded me of myself how I avoided Backburner thinking it's gonna complicate stuff for me :- D

4315
Gallery / Re: Minotti space
« on: 2014-06-04, 13:51:49 »
Brutal Eduardo !! Pretty stunning :- )

4316
News / Re: Corona@EUE
« on: 2014-06-04, 00:49:49 »
Corona merchandise is not a bad idea. :)

Yep, second this. I am sure it would be popular in my gym :- )

4317
General CG Discussion / Re: moskitos anyone?
« on: 2014-06-04, 00:40:06 »
I got bit lost there...I'll just leave it as is :- )

4318
General CG Discussion / Re: moskitos anyone?
« on: 2014-06-03, 23:16:32 »
Well I am not saying it was 12 in those case, really could be 6, but, more on this level to illustrate :- ).

The geo itself isn't everything, if lot's of hi-res textures were used to drive shaders that can bring the ram amout alone much higher (let's say 8-10 materials, each with 3 4K textures atleast).
But the models  I had in mind that I can't find at the moment had internal stuff (like motor, electronics, drive stuff,etc..) also.
It's just if one car could fit, other couldn't, it doesn't make a well versatile solution to these companies either. So they might just as well stay with CPU, which I think most are.

4319
[Max] General Discussion / Re: PBR kinda materials
« on: 2014-06-03, 22:10:55 »
Juraj_Talcik, your words make me want to learn more and understand.

I think I might have misunderstood part of the text OP posted, thanks for correcting me.
Theres still a lot to learn for me.

You said quite a lot about proper material creation, are you able to reccomend me some source of information? We all might benefit from that, your work is proffesional and realistic, you are type of person I want to learn from.

I want to improve and this seems like an opurtunity, sorry for offtopic.

To be honest I am last person who can be considered professional :- )

Anyway, I always loved Bertrand Benoit's insight on materials, although he is more eye-balling, he nails it everytime almost. But on more realistic side from start:

currently very good insight on shading can be from Grant Warwick's "Mastering Vray" course (But reading Akin's,LeLe's and bunch of other guys at Chaos forum is also helpful).
I love white papers from ILM and Disney/Pixar, also Paul Devebec's website has so much good info (you can study it for days!) There is always some thing that one can incorporate into his workflow,
even if the vast majority of paper is unattainable.

4320
General CG Discussion / Re: moskitos anyone?
« on: 2014-06-03, 22:04:54 »
I had quite complex models in mind, some with internals or fully detailed interiors. 12GB sounds quite right imho for me, not too far fetched.
Some quick examples:






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