Author Topic: Juraj's Renderings thread  (Read 486747 times)

2018-08-27, 13:38:24
Reply #600

Nekrobul

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Hello again. I feel like im not up to date on the PBR materials so i have a question for you. Corona devs said that you're supposed to use IOR 1.6 instead of the standard 1.52 for PBR but i'ved noticed that the corona library materials use 1.52 IOR. Have they changed it or should you still go for 1.6?

Where did devs say that ?

Truth be told, there is very little difference in that range. On website like https://refractiveindex.info/ you can find special section for 3D artists with various plastics where the "n" number (complex IOR had both "n" and "K" parameter, but for non-conductors like plastics K=1, so "n"=becomes the whole simple IOR which we use in rendering).
Common plastic range from 1.48 to 1.58 so.. you can use any number you like. If you feel the object is more shiny (woods are), use 1.6 +/-, if you feel it should be more matte like PVP use 1.52. It's not gonna make drastic difference, don't worry. Or just use 1.52 for everything ;- )

Nowhere, on CA Tom said that 1.52 is perfectly ok for the most of the materials.
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2018-08-27, 14:15:13
Reply #601

Razzow

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Thanks for fast reply.

watch from 7:00-7:20


He tells you to keep it at 1,6. for PBR as most case scenario value, or am I missing something?
« Last Edit: 2018-08-27, 14:19:31 by Razzow »

2018-08-27, 14:16:42
Reply #602

Nekrobul

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We are at ver 2.0 now.
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2018-08-27, 14:20:50
Reply #603

Razzow

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We are at ver 2.0 now.

Yeah so that was my question all along. "Is it fine to use 1,52 now instead of 1.6 IOR".

So the answer is yes then? :)

2018-08-27, 14:24:02
Reply #604

Nekrobul

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We are at ver 2.0 now.

Yeah so that was my question all along. "Is it fine to use 1,52 now instead of 1.6 IOR".

So the answer is yes then? :)

Yes, 1.52 should work fine.

Everything else should go as you feel, there is no 100% rule on that how specific ior value should make one or other material look better or more realistic.
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2018-08-27, 15:34:58
Reply #605

Razzow

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We are at ver 2.0 now.

Yeah so that was my question all along. "Is it fine to use 1,52 now instead of 1.6 IOR".

So the answer is yes then? :)

Yes, 1.52 should work fine.

Everything else should go as you feel, there is no 100% rule on that how specific ior value should make one or other material look better or more realistic.


Yeah that is how I usually go about it, but I watched that video when it came out and noticed the difference in Coronas material library a couple of days ago which made me wonder if they changed it at a later state. Thanks for clearing it up!

2018-10-11, 08:13:52
Reply #606

Juraj

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Something something :- ). Lot more soon.

All in-house, from big to smallest model (Veronika& Kristina). Material/Rendering, ( Veronika +some help from me)..

« Last Edit: 2018-10-11, 14:24:17 by Juraj Talcik »
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2018-10-11, 10:23:51
Reply #607

romullus

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This is sick!

... but the driver should be punished for eating greasy food behind the wheel.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2018-10-11, 13:37:01
Reply #608

TomMannington

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Looks amazing, but there are fingerprints where there wouldn't normally be any - why would they be on the speedo glass when you would never need to touch them? A smear map where they have been poorly cleaned or a dust map where they haven't been cleaned at all would work better in my opinion. There is also a handprint above the Covette logo that is the wrong scale and at an impossible angle.
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2018-10-11, 14:10:42
Reply #609

romullus

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Looks amazing, but there are fingerprints where there wouldn't normally be any - why would they be on the speedo glass when you would never need to touch them?

What's more interesting, why bigger glasses are being touched by adults and smaller ones, by children? :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2018-10-11, 14:29:58
Reply #610

Juraj

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Eh, really 😁 one material came wrong and it's this issue. Will quickly retouch it. But there is none above logo..
Please follow my new Instagram for latest projects, tips&tricks, short video tutorials and free models
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2018-10-12, 08:12:47
Reply #611

RaidoViz

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@Juraj
and to anyone else here.

 What is your preferred method / workflow to develop lighting / look setup?
I've bounced between using photographic principal and Global exposure.
( Having used Vray for years and switching to Corona this year. )

even though I am generally happy with the results I've achieved in my images.
I've never felt like there is a workflow I can commit to dependably.
Feeling a lot more like collective / experiential luck creatively as apposed to something more grounded in realism.

( some samples of my work.)
https://www.instagram.com/raidoviz


Thanks in advance :)

2018-10-12, 09:55:38
Reply #612

julienbe

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To me, there is no particular way to get a beautiful light. It depends on the subject or the desired mood.
I often start with the use of an HDRI source to get a "general" feeling of the scene.

I agree with your " experimental luck" workflow that you can call instinct in fact.
Sometimes, I realize that the image simply do not "works" even if I have a good lighting source.
This is often true in the print industry for example.

JULIEN


2018-10-13, 11:48:38
Reply #613

Juraj

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Light often is about experimentation :- ). There is method to the madness (having a vision and reference, knowledge of certain setups,etc..) but ultimately, it might come by accident or try out method.

Have you read my article ? I do touch upon some of this. I will have more practical workshop into this in Mexico city next week and perhaps I will try to find time and distill that into something later.

http://www.cgarchitect.com/2017/12/business-in-arch-viz-vol-10---finding-your-look
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2018-10-19, 22:33:45
Reply #614

bluebox

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No it's far simpler. It has fallof curve in diffuse slot that sort of looks like IOR 1.6, it goes for 70perc. near zero, then it goes up but plateaus again for the last 10perc, which is the angle at which we see the sofa "above".
Then instead of mixing black and white in as masks for bright and darker texture, the white mask uses a texture instead.
It's heavy scene that I can't open right now so I'll post that later but hope this describes it.

Hey Juraj, going crazy trying to replicate the effect you got on that sofa. Any chance for a more indepth help :) ? Post 258, page 18 of this thread.