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Messages - Brovar64

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Gallery / Spighe di Grano
« on: 2024-05-06, 11:40:37 »
Hey guys,
sharing my latest personal project for portfolio.

Hi-res: https://www.behance.net/gallery/197893085/Spighe-di-Grano

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Gallery / Sunset 88
« on: 2024-04-11, 16:30:02 »
Hey!
Would like to share my new project with you.

Full hi-res on  https://www.behance.net/gallery/195840353/Sunset-88


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I'm afraid there's no way to "fix" it because that's how it works in real world and Corona being a physical render, tries to use as little non-physical cheats as possible.

Yes, my apologies, it was late at night and I was exhausted and it made absolutely no sense to me at the time xD Today I tested it with my real camera and it works as it is on the render... This topic can be closed, sorry for the inconvenience 

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[Max] I need help! / Sharp objects in reflections with bokeh
« on: 2024-04-07, 02:56:34 »
Hey! I have a problem, but i'm not sure if it's a bug or a feature :D

The problem is when I render with bokeh enabled, objects in reflections stay sharp, but the rest is blurred (as on the attached fragment). Is there a way to fix it? Because I have no idea how


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Learner’s Corner / Re: Lack realism/photorealism
« on: 2024-03-20, 15:58:17 »

While true, too low can be a problem. 150cm is far too high in most cases. Ive worked on site with photographers doing architectural shoots and typical height is between 110-120cm for a nice interior photograph. Sure you can deviate but just giving my 2c.

hm, good point.
We do offices and always put the camera on 150. Most likely because the height of our ceilings is usually 3 meters or more. Indeed, with a camera at 150 for 250-270cm ceilings the space may look cramped, so 120 would be a good height. I should watch some videos on how real estate photographers take pictures :)

In any case, the OP's pictures don't even show the desk top, which means the camera is somewhere around 70-80cm, which is still too low

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Learner’s Corner / Re: Lack realism/photorealism
« on: 2024-03-20, 11:57:16 »
yes, google "particleboard edges texture", there're lots of images. Make a multilateral, assign one ID to wood and a second to edges. Then make UVW Map only for selected edges and fit it to your size. I can make a fast how-to video if you don't get it :)

Also. I'd experiment more with lights. The shadows are too plain, try to play with different angles and colors of the sun, it's not necessary to make it physically realistic, nobody will mock you if the low sun is not orange-ish :) Try adding some fake invisible lights to emphasize elements. Also, avoid pure white color on textures (RGB 255 255 255), limit it to RGB 210 210 210 max. then white objects will not pop out and get more shape.

The displacement on bricks is too high, try decreasing it 2-3 times.

Camera height is a game changer too, you set the camera at the eye level of a gnome, from this height almost no one will see these objects, so looking at these shots it seems as if something is wrong there. Try putting it on human eyes level, like 150-160cm, and if necessary - lower the camera target and apply "vertical tilt" on the camera, it will compensate perspective distortion.

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Gallery / Kitchen Design for Contest
« on: 2024-03-19, 21:14:56 »
Hey guys, just got informed, that I won an award for kitchen area design at Pfleiderer Poland with that kitchen, so I'd like to share it with you :)

Full here: https://www.behance.net/immersiveviz
3ds Max / Corona


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