Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Juraj

Pages: 1 [2] 3 4 ... 319
16
Work in Progress/Tests / Re: Juraj's Renderings thread
« on: 2024-04-11, 08:16:23 »
Nope, I paint most of them with manual brush in PS :- ) No 32bit post-production for me. The underexposed background was also artistic intent, I don't really care much about realism now that all images look fairly realistic by default. When the background is meant to be unobtrusive, I overexpose it heavily to almost white for clients who want to only focus on interior furniture. Oppositely, like here, if the mood is important, it's under-exposed.
But.. it's not done super-well, like I could have spent more time perhaps on it but I liked it enough to keep it with all its imperfections.

Yup, the fluffy carpet in grand white room is based on that Pikcells one!

17
Work in Progress/Tests / Re: Juraj's Renderings thread
« on: 2024-04-10, 17:11:42 »
Great as always Juraj!
What's your workload on the rugs/carpets if I may ask? Each single one of them is looking very convincing.
Hair&Fur for hairy ones or Ornatrix? High wuality displacement map + nice shader setup for short hair type?
Cheers!

Hi,

3 carpets :- ):

1) Black interior: Disp + Sheen + Slight AI overlay
2) "Children's" Messy room: Corona Scatter with B&W Map for rotation only (zero AI)
3) Big Classical room/Main image: Native Max Hair system + CoronaFur shader with Triplanared (or Real-Worlded in z-axis? Not sure which I used, but it's the same in the end) color map. (zero AI)

The best solution is the Corona Scatter, but that requires patience for modelling the right kind of strand which I only had once. I've seen few studios in past two years going strong in this direction, but patience in commercial projects is limited :- ).

18
Work in Progress/Tests / Re: Juraj's Renderings thread
« on: 2024-04-10, 15:58:19 »
I've posted another project online, https://www.behance.net/gallery/195862101/Grand-Swiss-Beds
Will reformat it to forum later.



19
Gallery / Re: Undisclosed Project - RBTA
« on: 2024-04-09, 18:22:08 »
I would panic if I got brief like this :- ). Well executed, esp. the dusk mood ones are very pretty.

(only small nitpick that is throwing me off is bit unbalanced details, some, like chewed/natural edges are insane! but then pillows and backgrounds are quite ugly..
But I also understand that projects don't have eternal timeframe & patience and focus is crucial.)

20
Gallery / Re: Coastal Residence UK
« on: 2024-04-09, 18:12:33 »
I really mean it though, I don't compliment out of habit :- ). Long time ago (like 12 years ago) I was fascinated by 3D greenery but it was one of aspects I found most frustrating getting right, not just creating 3D models but also 'gardening' them right into logical (house layout) and creative (image-wise) composition. Lot of work.
Well thankfully I don't really do exteriors but I am fascinated by how high-level it is.

And it's also like you found solid niche in this because while I don't often browse internet for other works, I've never seen anything get even close. You have like no competition in this aspect :- ).

Lastly, incredible Instagram. Damn.

21
Gallery / Re: Coastal Residence UK
« on: 2024-04-09, 17:45:39 »
Impossibly good, as usual.

22
I've argue that most of those systems became (i)too robust, becoming too complicated for many users (myself included). Streamlined alternative fits with the Corona's philosophy.

23
Had no idea CameraRaw has any feature :- ) The native PS version isn't on level of Frischluft, the one popularized by Alex Roman but it does sufficient job. But I render blur 99perc. of time.

24
If for artistic reasons you don't want this (and this could be requested by your clients as well), you can bypass this with z-depth mask based blur in post-production (even native Photoshop Lens Blur takes z-depth map).

25
It still has its uses, but with TileMap/Triplanar/etc.. a fully procedural shader to be dropped on plane without any UVWs is something I use more often today.
It takes 4 click process into 1 click process and time&patience is money in our business :- ).

Effectively, the whole thing can now be done inside shader, instead of geo+shader combo. It takes longer time to setup that shader, but you can quickly reuse it across projects, drag&dropping from something like Connecter straight onto ugly CAD geo (one that would crash floorgen without clean-up).

That's my take.

26
Did you try photographing night-time interior at fixed 6500K WB with Lightbulbs in 1800-3000K range? (Although cameras and afterwards raw interpreters will afterwards disagree on how to write that temperature, Adobe being biggest offender).
I think lot of people underappreciate how warm such light is because of how effective our eyesight/brain is at balancing colors and interior daylight is mostly colder through out day.

With that said, architectural photographers have been swapping to 5000K white-bulbs during photoshoots for many years :- ). It works better for photography and rendering is the same.

I am always shocked by the opposite, how "blue-ish" 5000K light-bulb feels, even though it's still on warm-scale. But 5000K bulbs are the ones called daylight or pure-white to keep in mind.
Perceptiveness plays a very big role.

The big discussion with devs many years ago had more to do with tint, the 6500K in Corona didn't feel like absolute white in some tests and there some odd explanation of 6502K or something happened if I remember correctly. I didn't understand the explanation.

But it's not like white-balance works great in photography either, the color matrix translation that raw interpreters like ACR do (i.e converting 6500 into 5600 + Random Tint) is still confusing to me many years after I started photography.

Tonemapping plays great role. ACES OT or similar is necessary for taming saturation of highlights and perceiving colors correctly. Without it, you're looking at nonsense that can't be compared to what you're seeing with your own eyes or camera.

27
Damn, nice. I guess a lot of well paying but too long rendering projects are in pipeline :- )? I don't do any animations, so for me new big PCs are just "nice to have" but no longer really sound investment.


28
It's the same ultimately, like setting a pass or time limit for rendering :- ) Temp limit sounds nice on paper, but could be quite fluctuating. Watt limit should still adhere to temp limit since that's hardcoded into the firmware (otherwise our PCs would burn).

10perc. rendering improvement for 2X the power draw and massive temp spike might not be worth it though. Looks like the 350W was quite smartly chosen. Thank you for testing it out though :- ).

Nice build, looks like worthy investment.

29
700Watts at 95C degree is not bad at all with just AIO cooler :- ). So what performance did you gain?
You can try 600Watts manual limit.

30
Hardware / Re: New PC Build AMD Ryzen 7950X VS 7960X
« on: 2024-02-27, 10:38:15 »
7960X wouldn't justify the cost of motherboard and RDIMM memory as you correctly identified. Also the next Ryzen later this year through IPC gains will catch up to it at less cores (and much faster single-thread).
Memory amount is no longer issue either, as even mainstream platforms like Ryzen support 192GB memory. So the Threadripper only matters if you do a lot of rendering on your workstation (I for example don't as I offload everything longer than 5 minutes tests onto dedicated farm node. And with IR Denoising, the multi-thread advantage isn't felt either).

Now 7950X and 7970X would be different discussion, but it will introduce a magnitude of cost different to those two builds. Threadripper is now simply as costly as any previous server builds used to be.

It's quite tough choice honestly today. Easy to build lot of arguments for one or other, but in the end, it's mostly money question.

Pages: 1 [2] 3 4 ... 319