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Messages - agentdark45

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541
Damn that example image really highlights why filmic mapping is superior.

I know the dev team hate unnecessary requests but would it be possible to have the option to utilise filmic compression mapping from within Corona (as an option to the standard mapping)? Shouldn't be too arduous to implement as the code / algorithms are already available here.

This could be something that really sets Corona apart from other renderers, so I don't think its a totally frivolous request. Arch viz shots with good contrast and saturation without burnouts straight out of the box = hnnnnnnnnng!

542
Haha, sorry for posting such a trash article, I probably should have looked a bit harder! Yeah there is much to learn and have only recently gone commercial with my renders (long time hobbyist). Thanks for sharing your insight on architecture, it's far more involved than I've been looking at it! *research time*

543
Thanks for your input Juraj, it was much appreciated! It's good to hear that using zillions of strobes aren't a necessity. I agree that the pictures in the link aren't appealing (I was just trying to give an example of certain photographers using complex lighting set-ups - as you noted there aren't many links discussing decent lighting set-ups for interior photography).

I checked that vid out a while back, very interesting to see how they artificially lit the scene - this also goes to my point of artificial "realistic" light vs a "real world" lighting set-up, so far I've only got to grips with the real world stuff. I've noticed that in your previous (amazing) renders you tend to keep things fairly straightforward and "realistic" (i.e no huge hidden fill lights anywhere)...just a really good balance between the interior and exterior lighting.

I'll check out some stuff by Schulman, thanks for pointing me in the right direction - feel free to post up any other links! This is such an interesting topic, and like you said most of the things I've come across on Google are quite outdated.

Cheers

544
Hi all,

I thought I would create this thread to discuss how one might apply real photographic techniques to our renders as seen in the following link: http://fstoppers.com/architectural-real-estate-photos-how-to-1

I'm at the point where I can confidently say I've got a good grasp of how to set up a 3D scene to emulate a physically correct "real world" environment (i.e sun + sky + interior lights)...but this got me thinking. If I were a photographer, I wouldn't just walk into a room, snap a shot with my SLR and go home - I would spend quite some time setting up strobes, reflectors, merging exposures e.t.c to control light in a very specific way. This wouldn't be fakery with Corona, it would be physically simulating real world pro photographic lighting techniques

This is something that I haven't ventured into yet in the 3D world as I haven't come from a photographic background, purely c.g, and secondly I haven't a clue where to begin learning about strobe placement, fill lights, when / if they are needed e.t.c.



Take the above image for example, I would have lit this scene with an HDRI environment to simulate sunlight + sky and corona lights for the chandelier lights and the fireplace, hit render, tweak the exposure / light compression and presto a physically correct image (oh it it were only this easy). However, according to the above article the image was made up of 8 exposures with sotfboxes, directional lights, a speed-light and a ceiling bounce light, then merged in photoshop - a whole other layer of lighting on top of my would be "physical" approach.

I am confident that Corona would work excellently with these techniques as I've never seen another render engine manage light quite so well.

Discuss!

545
[Max] I need help! / Re: Grass mtl
« on: 2014-01-06, 22:44:35 »
In to see the results!

546
Gallery / Re: My Corona Tests
« on: 2014-01-01, 18:58:39 »
Cheers man, I might look into mightytiles...any tips for getting such a clean displaced result in Corona? I often have the nasty black seam problem or edge overlaps (I know you can apply a smooth modifier, but I don't like the way the way that affects the objects shading).

547
[Max] General Discussion / Re: animation problems in studio
« on: 2014-01-01, 18:54:46 »
To fix the light flickering click "save sec GI" to save the HD cache for the first frame, then click "load sec GI" for the rest of the frames (rather than recomputing the HD cache calculation for each frame).

I did an animation in Corona recently with some moving screen doors (that would normally require a GI recalculation) but it worked perfectly with the static HD cache, and with no artefacts.

548
Gallery / Re: My Corona Tests
« on: 2013-12-31, 00:56:08 »
The brick's look awesome, are they geometry or displacement?

549
Gallery / Re: STUBA Gallery NEW
« on: 2013-12-29, 13:22:57 »
Incredible! Any tips on using corona scatter and would you mind elaborating on your tree / grass materials? Any translucency or refraction?

Cheers

550
I know about this problem, but it is not a "bug" in sense that there was some error made and some easy fix is possible. I will need to improve the sampling algoritms instead, and that will take some time.

Any tips for rendering a scene like this before a fix is available? What about using the corona light material?

551
Definitely interested in seeing the above posts problems resolved as I've faced the same issues.

552
Work in Progress/Tests / Re: Managing nightlights
« on: 2013-12-20, 11:37:38 »
Try cranking up your light samples multiplier in the render roll-out. You might have to set it to around 32 in some cases. I was having the same issue with a scene and it noticeably reduced noise in the spot lights for the same render time.

553
Gallery / Re: Fireplace visual
« on: 2013-12-13, 16:55:40 »
Hi agentdark, I'm glad you enjoyed the renders : P
My lighting workflow consists of only HDRIs, usually Peter Guthrie's. For this particular scene I ended up desaturating it a bit though to match a more wintery type of light.
I sometimes also use Corona's sun and sky and I have to say that I really enjoy it.

What I wanted was to create some contrast between the cold white from outside and the overall warm light being shed in the interior from the fireplace, thus enhancing its presence.

As for the fire I had created it in the scene but ended up doing it in post because it looked better.

If you have any more questions I'll be glad to answer them.

Cheers !

Thanks for the reply, it was very helpful. I'm currently working on a project with a fireplace and using opacity maps + emission and a few corona lights to simulate flames...but it might have to end up being a post production thing (unless I can get my hands on the new plasma glow feature keymaster is working on!)

You definitely nailed the warmth of the interior. Are you using regular spherical corona lights or another light type for your interior lighting?

554
Gallery / Re: Corona Test #5
« on: 2013-12-13, 16:50:32 »
Nicely done, good lighting contrast without over-burning the highlights. One small critique would be to lower the bump value on the wooden floor.

Is the person 3D or done in post?

555
Gallery / Re: Fireplace visual
« on: 2013-12-13, 02:32:38 »
I might as well just give up now...lol. These are amazing! Great lighting and overall tonal balance.

Mind running though your lighting / exposure setup? And are those flames done in post production?

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