Chaos Corona Forum
General Category => Gallery => Work in Progress/Tests => Topic started by: jjduncs on 2014-09-08, 11:34:55
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My arch uni project this semester taking shape.
At the moment still pretty schematic. Resolving over the next few weeks.
Trying to work out materiality and windows etc and corona seems to be the right tool for that!
will upload the progress over next few weeks.
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pretty happy with how the concrete is looking.
Here is shader tree
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first renders of the lower floor gallery.
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Some of the best indirect lighting I've seen in a while. Amazing how the details still pop out in this evenly lit scene.
Perhaps the concrete has a bit to strong speculars. And I'm not sure if the reflection value of 999 is ok to have.
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Thanks fellaz.
The fresnel is at 999.9 because i have a custom falloff map that does this for me.
Im not sure if this is good practice or not but I think you can reproduce the same as fresnel 1.6 (or something) with solid reflect colour by using a falloff map in reflect map.
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Starting to work on the exterior for this mixed use building.
The expanded metal is all modelled geometry with thickness (probably overkill). Instanced where it can be, but something like 6GB of ram used by the mesh alone.. might have to optimise that later on.
Using shadow catch mtl and perspective match to put it into the context photo I took. (this is a project for uni).
Wont bother masking out those foreground elements in the photo until later on, so the 3d stuff is all plonked on top for now.
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modeling a bed for the upstairs apartments.
Plain diffuse materials applied here, except the berconwood mapped frame.
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mesh test up close. Trying to sort out some nice compositions along the way.
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seriously sparse interior
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seriously sparse interior
Pretty good setups,
on the second image though, I am not a big fan of the overly rounded edges on the table... but probably more a taste thing. However I do not think it's correct to have the floor boards sticking out like that at the top? Looks like a tripping hazard walking up the stairs and also an odd way to finish a floor?
Anyway this has a lot of potential! keep it up.
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Thanks snakebox,
Yeah I'll probably pull those floor board edges back a bit, good point.
I'll keep my eye out for a good replacement table for the dining table as I continue!
Here is another WIP image of the above loft.
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Is this a prison for rich people :]
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haha essentially!
Dunno why I pitched the mesh skin to my prof... but it stuck.. now it has to be seen through all the windows!
Thats a good point actually, what would be the best way to achieve this mesh outside without hammering the render times? at the moment i have a plane with opacity map outside the window that is creating that mesh. Obviously all the light inside is therefore going through that.
Do you think there is a better solution to be had?
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another WIP
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Lower floor gallery ft. Joan Cornella art.
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Hey. Unless you get really really good-looking light in the render I'd probably try to use some subtle level tweaking of all the white walls and such in Photoshop in post-production.. Also, I'd make that little plateau with 2 chairs bigger as to me it seems too small to sit comfortably. "Claustrophobic" if you will.
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Oh hell, Joan Cornella :- D That stuff gives me nightmares just browsing it :- D
Anyway, your render is prime example of far high albedo. It could be great scene, imagine strong light coming from that above ceiling, and shadows close to camera. Now it's just flat.
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Thanks Juraj,
Not sure I agree with the too high albedo, if you are referring to the concrete.
I agree the scene is fairly flat. It's lit by an overcast HDRi through translucent polycarbonate so the light is really diffused. Might have to play a bit more with curves in PS.
Anyway here is another image from this project
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Thanks Juraj,
Not sure I agree with the too high albedo, if you are referring to the concrete.
The lighting shouldn't matter to such a point, but you could creatively alter it. But even then, there is very little contrast that should be there if you use realistic materials. I referred to White walls, not to concrete.
Have a look at quick post :- ) Maybe that better illustrates my point. There need to be more prominent gradients, and distinction between shadows and highlights if you use correct materials with right albedo.
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Ahh yes I definitely see your point!
The uploaded example looks much better, any chance you could upload the PSD so I could have a proper look at the adjustment layers (if you happened to have not emptied your trash yet)?
I think the walls are about 200 white value with 0.2 reflection and 0.4 glossiness... it could be the high 'highlight compression' value i used to bring back the blown out areas that is ruining the contrast.
Thanks for you help
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I thought about saving the .psd but I originally did big contrast boosting as camera raw filter so I didn't do that as flexible layer, so the PSD would only show you half. So sorry no :- (
But you can see in the image it's only few gradient masks.
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No worries,
Thanks for taking the time to have a play with it in PS in the first place!
I've given it some quick levels and curves but will do some masked adjustments and more tweaking later.
It definitely looks much better.
Cheers
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It might look better, but i don't that was Juraj's point though - to go and solve the issue in post I mean. He only used photoshop to explain his point better, but you should try to get a less flat image straight out of the renderer, correcting albedo values and probably adjusting light as well.
Concrete does look good, so it might be mostly a wall material problem. Some detail wouldn't hurt either to give a touch more of realism.
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Yeah I realise that.
I think It's mostly the Highlight Compression value I used.
What should the values be for a normal white wall, just to be sure?
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I think it changes if you use a simple diffuse color on the material settings or a map (because of different gamma correction (?), maybe someone can confirm) but I find that values aroud 190 / 210 work well for white walls.
Right now I'm doing some lighting tests for an exterior, with strong direct sunlight from a cgsource hdri, and with a white value of 200, my compression is at 2, and it starts to look quite ok. So I guess that for a diffuse lit interior like yours, compression wouldn't even be necessary, and that's probably why you get the flat look.
There's another interesting discussion regarding albedos on the forum, around the whole pbr thing, check that out as well.