Chaos Corona Forum
General Category => Gallery => Work in Progress/Tests => Topic started by: Chakib on 2013-03-26, 03:59:52
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Hi, this is an old personal project i'm updating it these days, and i wanted to render it with corona this time, so i'm working on its materials and elements etc and this is the first test.
I did use forestpack here since it's compatible now and it does a pretty good job, only thin is the noise still appearing even after about 3h30 of rendering ( second image ) for an exterier scene.
There is also some weird few white dots even if i used only an hdri map with no additional light.
i used PT-PT 4-10
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Only thing missing is Barbie and Ken by the pool... or some ponies :D
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Try PT+HD, and make sure you window glass is just planes with twosided material. That should speed the convergence up a bit ;)
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Only thing missing is Barbie and Ken by the pool... or some ponies :D
hehehe some Lego characters should help also :D
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Try PT+HD, and make sure you window glass is just planes with twosided material. That should speed the convergence up a bit ;)
windows are box i think i will check them, i think hd cache can help with speed i will try it here thanks.
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reduce gamma, maybe to 1.5, can change the position of the sun. Need more contrast!
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reduce gamma, maybe to 1.5, can change the position of the sun. Need more contrast!
I agree, these are with no post and i don't like the contrast in post processing of corona, will be applied with color correction in photoshop, also need to test more sky versions to see, i'll do also a night version with light, i think it will give more beauty with the outside lights on grass and pool.
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Well, I'll wait to continue;)!
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I think that redish-pinkish light is a very bad decision for this scene... I would go with orange-blue-green tones... And i would also try some narrower camera angles ;)
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I think that redish-pinkish light is a very bad decision for this scene... I would go with orange-blue-green tones... And i would also try some narrower camera angles ;)
Yeah true it looks too funky here.
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Just wondering if there is a possibility of calculating caustics to add more beauty to the pool ( isolating the pool and sun light to calculate it ), any tips in parameters?
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Just wondering if there is a possibility of calculating caustics to add more beauty to the pool ( isolating the pool and sun light to calculate it ), any tips in parameters?
Renderer: progressive photon mapping, or renderer: Bidir/VCM set to VCM mode should do it, if your scene is not overly big. You just need to tweak the photon radius parameter.
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Just wondering if there is a possibility of calculating caustics to add more beauty to the pool ( isolating the pool and sun light to calculate it ), any tips in parameters?
Renderer: progressive photon mapping, or renderer: Bidir/VCM set to VCM mode should do it, if your scene is not overly big. You just need to tweak the photon radius parameter.
Thanks will try it tonight and post it here
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This is a night version i'm working on it to test lights and materials, render took about 1h for a 1280x720 with PT-HD cache using debug mode and sampler 5D High-D + PRNG
i'll remove reflections from the short grass and edit the interior lighting, pool is ok i think i like it even without caustics, but i'll work on caustics at the end to see the result.
Maybe palms need some lights from the bottom.
More variations of plants and flowers must be here i think
(http://img405.imageshack.us/img405/5739/nightyw.jpg)
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Grass - u can use simple displacement with cellular in displacement slot.
For my taste, its too cgish. Needs a lot of tweaks :))
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Grass - u can use simple displacement with cellular in displacement slot.
For my taste, its too cgish. Needs a lot of tweaks :))
agree with you because it's still in progress with no post and materials tweaking,
the worst thing in the story is : my max file is corrupted after making a copy of a palm, and i didn't turn on autosave O_o but i have a two days old scene ...
Anyway, maybe it's a good thing so i can make it more acceptable, i will keep it until the blur bug is fixed.