Chaos Corona Forum
General Category => Gallery => Topic started by: racoonart on 2013-06-12, 19:13:20
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I finally had some time to test the new vertexColor map support (woohooo, awesome!) . The scene is pretty old by now, but it wasn't possible to render it in Corona up to this point.
Rendertime is 38min (78 passes) on my dual xeon E5530 machine. I'm sure it would still be noisy in animation but it's ok for a still image.
Hope you like it :)
P.S. Dof is post-dof (no need for 3d dof here imho)
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It's a photo.
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OMG.. this is perfect.. compliments :D
i noticed an haze effect.. how can you simulate that? :)
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great rebder!!!
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Professionally!
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Thanks guys :)
The haze/fog is postwork, it's done with a world-position renderelement (+ 3d camera) and eyeon fusions fog tool. It's pretty simple actually, but useful :)
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thank you man :)
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Unforgettably!
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Awesome! :)
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Actually, in this case, 3D dof would help a bit as there are foreground elements overlapping background elements. And with 5DHD sampler it really should not take that long :) I am curious if you could try to enable DoF here without changing any other settings, let it render for same time, and check if it comes out with worse quality ;)
Forestpack guy mailed me a few days back asking me if my autumn forest render is done in forestpack. I had to say no, but i think they are desperate for pictures, so you could send it to them, and it could be a good promo for both you and corona.
Picture itself is really amazing.
Oh, and disabling sun in reflections and refractions now works correctly, so you can disable sundisc reflections to get rid of those hard bright hotspots if you ever encounter them. This scene might not be the case, but overall, in natural scenes, they like to appear a lot ;)
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Actually, in this case, 3D dof would help a bit as there are foreground elements overlapping background elements. And with 5DHD sampler it really should not take that long :) I am curious if you could try to enable DoF here without changing any other settings, let it render for same time, and check if it comes out with worse quality ;)
*sigh* :D ok, I'll do a test with 3d dof ;)
Forestpack guy mailed me a few days back asking me if my autumn forest render is done in forestpack. I had to say no, but i think they are desperate for pictures, so you could send it to them, and it could be a good promo for both you and corona.
I already have an image in the itoo gallery (no corona unfortunately) I'll post it on facebook later with a little
nudge to itoo ;)
Oh, and disabling sun in reflections and refractions now works correctly, so you can disable sundisc reflections to get rid of those hard bright hotspots if you ever encounter them. This scene might not be the case, but overall, in natural scenes, they like to appear a lot ;)
I increased the Sun disc size, that's why it works pretty well i guess :) The highlights on all those leafs should be sun reflections.
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Wow, this looks really great :)
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FAPtastic
(http://i454.photobucket.com/albums/qq263/Sladky_Ptitsa/chuck_norris_approves.gif)
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Great!
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Thanks a lot :)
Ok, i made a little comparison. normal vs. +3dDof, same amount of passes, same rendertime
As Rawalanche said, pretty much the same result actually. Sure, dof is not as clean as post-dof (would be pretty strange otherwise) but it's working. For me, postdof is still a better choice in this case since i can alter it afterwards in realtime.
(http://forum.corona-renderer.com/index.php?action=dlattach;topic=1001.0;attach=3339;image)
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The highlights are awesome ! True highlights, while keeping translucency was something impossible for me to obtain In Vray with 2sided mat.
Would you mind sharing a bit of the shader setup ? Is it just the translucency with thin leaf geo ? I am far from any exterior project, but foliage is my obsession, and I will eventually go back to conquering it.
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Dayuuuuum!!! pls enlighten us all especially on leaf material .... was a Hdri used?
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Fantastic render DeadBlown bravo !
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BTW: is there any reason you had to use vertex color channel? Internally vertex color channel is just UVW channel 0. Also all modifiers seem to work with both vertex color and arbitrary UVW channels.
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First, thanks again for all your comments! :)
About the Shading:
It's actually pretty basic. This is the tree leafs material that has been converted from Vray2Sided material (See picture below, one of the very rare cases I use Slate :D). One texture, blended with a vertex color map (see below for details), passing through a forest color map - which is unfortunately doing nothing in Corona yet - and some basic material setting afterwards ;).
Some of the shaders don't even have textures, just blended Vertex color maps.
Lighting:
No HDRIs were harmed during the making of this image :D . It's just a Corona Sky, Corona Sun and 1 little Area light.
About the VertexColor maps:
Vertex Color maps are a very very quick and awesome way to texture all kinds of foliage stuff. GrowFX has a nice feature where you can blend various VertexColor maps (as gradients) to make pretty nice looking leafs (and branches).
http://exlevel.com/forum/uploads/monthly_10_2011/VertexColor_example_1.png (http://exlevel.com/forum/uploads/monthly_10_2011/VertexColor_example_1.png)
Sure, this would have been possible with textures too, but way more effort and less control.
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Very nice, well positioned camera makes a lot of effect as it captures reflections on foliage, I love this render.
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Amazing like your other renders, so real !