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.


Topics - Juraj

Pages: 1 2 3 [4]
46
I wish you could just hire this guy. Another interesting implementation. Little things, but so cool.

http://www.shlyaev.com/rnd/37-cpp-category/60-diffuseshaders


47
Gallery / Forest & Ocean
« on: 2014-10-17, 16:07:04 »
{{ Each images is around 2-3MB, so it will load slowly for those will slow bandwitch, fast version is on my Behance here https://www.behance.net/gallery/20585117/Forest-Ocean }}

One of our smallest projects this year showcases cooling product by Evening Breeze, quite nice, modern and ecological gadget. We prepared 3 environments, from tropical forest, city to ocean to showcase its placement among varied places in homes.
Full set design and visualization by us. Imagery was rendered in 8k (7680px width)

This was technically rather small and "fast" project, although I've spent considerable time to think through how to conceive the interior sets. It's one of those "make everything as you wish, just follow the rules what to show" projects, which isn't so easy I think.

I have uploaded the originals (but still compressed...) to this forum because I can't to any other place (not even dropbox shows it unless you download it, like...why do we even have hi-res monitors and fast internet if there is no option to show hi-res stuff?)

Cheers

48
So the default amount is quite small, and amounts to usually 20perc. horizontal stripes if you do 2.5k render, is this not to hog the network ? (I presume what is transfered is .exr?)
I feel like I could lift this is up, and instead compensate the update time, as those stripes aren't much helpful anyway in visual feedback.

Or are there other reasons for the set default ? Can this be set to 'unlimited' (0; so it always sends full image) ? I have almost finished 10Gbe network so I guess that's not issue.

49
[Max] General Discussion / Glossiness behaviour
« on: 2014-09-08, 02:32:02 »
I wanted to start a small discussion on behavior of glossiness parameter.

How the model currently works, is not unique to Corona, but is equally shared by Vray and MentalRay and is more a trait of the specular/glossy shader model legacy.
And since both Maxwell engine, and currently various real-time renderers integrated Disney's PBR model, where this is instead, swapped to "Roughness" parameter.

On paper: Roughness=Inverted Glossiness. Almost. The big difference between these two, is that while in Specular/Glossy shader model, glossiness is purely a subset of specular reflection,
a value (numeric or texture driven) that defines how spread out the reflection appears (and being in-line with energy conversation, more spread out obviously appears weaker),
Roughness defines the surface property both in how the specular reflection spreads but most importantly, how much of the grazing angle reflectance (white 1.0 for non-metals, white or tinted 1.0 intensity for metals)
becomes visible.
And in line with that behavior manifests the following difference in practice:

Spec/Gloss:    0.0 Glossy (matte)= Visible specular sheen, or rather overlay of grazing color.
Roughness:    100perc.    (matte)=100perc. lambertian shader, or rather, diffuse color for non-metals, and base specular reflectivity for metals becomes fully visible with no overlay of grazing color at all.

Why the roughness model is more logical and easier to use with photorealistic materials in my opinion:

 Consistency: Polished wood (not laquered!) and rough,matte wood is the very same material. The only difference is microscopic in its surface. Both have the same reflectivity, which is IOR 1.52, or rather, 0.04 base reflectivity, and 1.0 grazing reflectivity.
   The only thing you need to change to achieve either, is change the roughness parameter. Since its linear value, its same across all engines (from Maxwell, to Unreal Engine 4 and many others soon) and is absolutely easily eye-balled from reference.
   We are only changing one value.

In Spec/Gloss (Vray,Corona,MentalRay,etc..) to simulate identical behaviour, we have to "guess" the reflective value. Because full reflectivity, but zero glossiness produces visible sheen, and overlay of our 90 degree value (white by default). And they don't go against each other in linear fashion, i.e, we can't just set it to 30perc. glossy, and deduct 70 from our reflectance value,i.e 0.3. There is no such direct relationship, so we are juggling 2 values, and at any step, we can't be sure if this is actually physically correct material. The fact that it looks "right" to us, doesn't change anything about the fact that it's more complicated and much less logical.
Biggest problem for most users here is, they often end up with incorrect albedo, because they have both too high specular reflectance and diffuse (which is also 'reflectance'). Corona recently introduced small algorithm that "corrects" this for you in background (by dimming your diffuse if your specularity is too high).

Physical correctness=/=physical correctness. This term quickly became buzzword for markerting and is in such fashion used by all major renderers. But all it means is basically, they follow physical laws. You are still allowed to create material wildly differing from its real-world counterpart. That is actually good, the problem is, you don't know when you crossed that line.


Some random illustrations:

1)Vray: 0.0 glossy produces very strong, velvet like sheen.
2)Corona 0.0 glossy produces weaker sheen but exhibits similar behavior.
3)Corona with 128 grey material and Red 1.0 reflection, 0.0 glossy the overlay is quite visible
4)Roughness chart (this one is from Maxwell website, but its always the same). On left, 100perc. roughness (=0.0 glossy) = ideal lambertian surface, zero overlay of grazing angle color (which is blue)


End: Nothing :- ) Not actually saying I want this strongly right now or anything. It's not really any sort of request. I just wish to talk about your understanding of this issue, and generally, what you think.

Me personally, I am big fan of the pbr approach, as you see me joining all the tidbits here and there in forum. It's small, but revolutionary thing, something I am much bigger fan of than
features everyone else already has. In free time, I am creating stuff in Unreal4 (and no, it's not going to replace off-line rendering at all, it won't even become popular in archviz...trust me ;- ) not any soon),
and boy...I am having so much fan using the material system. It's vastly superior imho.

Cheers, all in good faith:- ) !

50
[Max] General Discussion / Polarization [filters]
« on: 2014-02-19, 21:55:54 »
I always kind of wondered, if this effect was simulated in-render by any renderer. Wasn't really able to search out anything on it.
Some of the effects of polarizing filter in photography can be of course achieved, atleast on surface visually, in post-production, but not all of it,
is it affects reflections quite a lot.

Seems there is very little interest on it, not sure what I am missing. Seems to be imho great contributor in pleasing photorealism.

51
Free models created by us. They are free to use commercially, no credit required (although appreciated)
Hope you’ll find good use to them.

All of these are in Corona render engine, but some also offer Vray version, but for future I won’t be offering it since I work only with Corona for more than 2 years now so we don’t use it anymore.
FBX or .OBJ is always attached for other engines but you have to create your own materials with attached textures.

http://talcikdemovicova.com/free-3d-models-from-us/














52
Gallery / Icelandic coastal house
« on: 2013-11-20, 22:41:05 »
We decided to post occasionally the projects we like the best. And we've grown to like this one a lot. It has interesting background, because we started building the project up from scratch including the architecture to illustrate our upcoming free tutorial, same as last year with Parisian apartment and bed tutorial.

After quick start, since the time is spare between our commercial projects, this project turned commercial as well, and series of images were created to illustrate lighting from Phillips Ambilight/Hue and start-up company GetGoldee. I've decided not to post these, but instead continue month later for few days and revisit this project, add up detail here and there, and move the project to into cloudy overcast weather mimicking our current mood.

Lighting was done using CG-Source HDRi, modified to my needs, and the night was done using mixed HDRi of the same CG-Source, combined with night sky of Peter Guthrie's 2003.

Furniture is all custom modelled with few exceptions (chair is from 3dSky), the sofa and bed is created in Marvelous by Veronika.

Post production was done using linear (burn setting 1.0) .exr corrected by MagicBullet Looks plugin inside Photoshop. I do some manual curve adjustments mostly to boost midtones, glow, and bring back some contrast. Very very basic stuff, but it does make a difference.

{click to see higher res}




















If you like this set, please consider giving us appreciation on Behance ;- ) I'll be very thankful

http://www.behance.net/gallery/Icelandic-coastal-house/12273735

I'll try to answer all technical questions in this thread regarding project, but if it's more general question, maybe use my wip/f.a.q thread instead http://forum.corona-renderer.com/index.php/topic,999.0.html

Edit: Swapped flickr for higher res uploads.

53
Hey guys,

I am currently looking into rendering two quite long animations (2-3 minutes...fullHD). Even with basically 24(48) cores I have,
this is problem a bit, as optimising fully glossy, lot of GI interiors under 1 hour per frame with path-tracing isn't that easy or always possible.

I am not really sure I want to go back to Vray with this, which is what I use for animations currently with decent success with IR plus
precomputed LC. Outside of camera, there is nothing moving, so this solutions is alright for my work.

I've read that IR isn't currently production ready, but does that still hold true ? What would be the best option for interior animation currently within Corona ?

Thank you

54
Gallery / Parisian apartment
« on: 2013-09-20, 17:28:53 »
Hi guys,

I am putting up project we did during summer, because I would like to access new daily builds :- ) I really wanted to stay out of dailys, because I love the clean state of alpha5, which eases my mind since I already use Corona for 80perc. commercial projects we do, but I guess I will really benefit from adaptivity.

Behance: http://bit.ly/16vvN16 )

Alternatively, you can swipe through on website: http://talcikdemovicova.com/classic-apartment-by-jessica-vedel/

[click to see higher res]





















55
Gallery / Oldies re-done; Finnish apartment
« on: 2013-06-20, 15:24:09 »
Since my computers have some free time over nights, I experiment with re-rendering some scenes with new shots in Corona. Shots with rendered DOF is something I avoided, but I think that is past now ;- ) Here, something to start with, PT16+HD1024, rendered in 4k. Like always, very enjoyable experience, I specially like how glass turned out, with the quite numerous refraction inside solid parts !









published on my blog too https://www.facebook.com/jurajtalcik.visualizations we'll see how many people will bite the bullet :- )

56
I've been trying the bidirectional, but in every mode I tried (Bidi pathtracing, VCM,..) it seems materials that I have high fresnel number on (40), eg my metals, mirrors, render pure black in color.
The scene is lit by HDR and portal lights.
I can't seem to find anything much about bidirectional mode searching the forum. Anyone can share some light :- ) ?

57
Work in Progress/Tests / Juraj's Renderings thread
« on: 2013-06-11, 22:05:57 »
This is my general thread with work in progress, links to projects, stuff about workshops or just general ramblings. Over the years it's bit convoluted here..

Feel free to ask anything concerning my imagery/workflow. I don't keep any secrets and I am very happy to answer "almost" everything.
(Please don't ask me to share my scenes, I am not comfortable doing that currently in any form)

If you're interested in my general advice about lighting and image creation, I've put a lot of effort into this article to cover it:

http://www.cgarchitect.com/2017/12/business-in-arch-viz-vol-10---finding-your-look

I also made two videos for Intel here: https://create.intel.com/ambassadors/


58
Gallery / First renders - Paris apartment early previews
« on: 2013-06-07, 14:55:55 »
Edit: This project has since been finished and can be seen here: http://talcikdemovicova.com/classic-apartment-by-jessica-vedel/ or here :- )

[click to see higher res]




















---------------------------------------------------------------------------------------------------------------------------------------------

I've pondered the idea of trying out new renderer for quite some time. 2 years ago, when I first began with 3D, I actually started with Octane beta, no idea how I came across it istead of Vray. I still remember the comfortable workflow but my scenes quickly outgrew gpu vram capacity.

Well, turning point came this week, after spending close to 60 hours, trying to come up with best "visual quality" scenarion in Vray, which is BruteForce, SubPixelOff,ClampOff, and even though I ended up conquering it, it cost me lot of frustration and I just didn't like the look that much for so much effort. I desperately expected bit more.

Other solutions I qucikly looked through included Maxwell and Arion. Maxwell doesn't even have damn converter and it would deferred me completely from animation territory. I still wanted same renderer for stills and animations. Arion does have converter, but not even damn forum and same problem with animations, on top of that, mostly oriented towards GPU.

So all in all out, Corona, which I honestly didn't put much faith in ( I am very sceptic person...). But damn my ego, I was so wrong.

The installation, converting my scene in one touch of button and pressing render took less than 5 minutes, and after 5 minutes of default PT+PT 16 I already enjoyed satisfaction of what I saw.

Edit: Duh, I only briefly studied manual yesterday, and since I am mostly after visual quality, times be damned, this is 4k (3840x1800px), rendered using PT+PT and 64 samples. I let it render overnight, although it looked pretty good after 3 hours, this one is saved after 12. The only post done is slight glow from MagicBullet Looks.

It is lit completely using custom HDRi in environment (can't be seen, the outside is 3D geometry as well), and very weak softbox behind camera using Corona Light. No portal lights.

Well, my second render is done now and I am beyond satisfied !! That's the results I was looking for. I love the subtle noise and little shadow detail all-around. Also, in-render DOF !

It's 100mil poly scene so far, this time only with HDRi, windows are far away. 7680px, full unbiased PT+PT, 16 samples only now, MaxInt. 0. Super super satisfied. It took 30GB ram, (it was 18 at 3840px, so it does seem to scale quite a lot). Not sure if I should keep Internal res=2 even if I go to such high res like this ? I do plan to render 8k most of my renders.

Well I am happy. I no longer need to worry about rendering, and go back to actual work. Lot's of modeling ahead, but my mind is at peace.

I think Corona will truly be revolution !


Pages: 1 2 3 [4]