511
Gallery / Re: CGI Livingroom
« on: 2020-06-28, 19:42:16 »
nice one! I put my chips on displacement for the rug :D
Having trouble verifying your license? If you are seeing a license verification message or are unable to access your Chaos products, please follow these simple steps to fix sign-in issues. If you have already tried this and are still unable to access your Chaos products, please contact Support.
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.
I guess I'm being trolled - aren't you the one that allegedly removed Fstorm watermarks from some earlier tests?
I think the trick really of making a render more of what the human eye can see is in the tonemapping/color management. Cameras blow out highlights and darken shadowed areas, combating those two things I think will get you a lot closer...
No, it's not "photoreal". There is no real-world photographic camera that can produce those results...
... I always come to the same conclusion, a renderer is a tool, and if used wisely, you can produce beautiful results with any of them.
I once proposed devs what I consider could work as workaround. To allow Corona to save directly into .dng format. Adobe's DNG has both 16bit and 32bit floating point options. And I thought perhaps this would confuse raw editors less, effectively "trick" them.
deleted, reinstalled Fstorm, and damn! I don't like it! I forgot how it feels, well, completely different. In a bad way. It seems the glossiness is indeed still mapped from 0.4 to 1.0.
Found out that max ray intensity was the culprit in Vray. Disabling it solved the issue.
Is it even possible to match every technical aspect between render engines anyway?
Well, always though Vray and corona photographic exposure settings would match but after quickly looking at it a bit closer, it does not seems to be the case. I'll try to dig a bit further if I find time.
Thx for the test James, I'm dubitative with this conclusion tho. A wider colorspace only allows for a slightly better GI (corona already benefit from that). The lighting part you mention in Vray is the consequence of the tone mapping curve embedded in the ACES view transform.
Lupaz is right, the scene needs to use the same lighting (free hdri or constant color) and the same assets (I see the widows suddenly disappeared in the Fstorm scene). For those who are wondering, the textures are from the corona library. Also, matching the initial exposure is important to start on a similar basis imho.