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.


Messages - zchen

Pages: [1] 2
1
News / Re: Corona 1.4 for 3ds Max
« on: 2016-05-16, 18:10:01 »
I used Vray for some stereo VR work recently, but seems like it's time to renew Corona license for 2016-2017 :)

Congratulation; impressive features!

2
Gallery / Re: Stressless Reno Paris
« on: 2016-04-22, 14:31:11 »
Very nice interiors and clean lighting, nothing fancy and over-the-top; which gives it a nice realistic tone.
This shows that good photorealistic images start with proper interior design first.

May I ask how the carpet is done? Mesh/displacement tex.?

Also, do you have a webfolio/Behance?

Thanks

3
Gallery / Re: Pied à Terre
« on: 2016-02-19, 21:40:02 »
Sublime set of images Iain and Alex. The overblown parts of the sunlit areas really add to the photographic quality of all your works.
Best of success for your new company!

If I may, what was your rendertime per frame (assuming 1080p resolution)?

Cheers

4
[Max] I need help! / Re: Image brightness mystery
« on: 2016-01-05, 04:26:10 »
Thanks a lot guys, I will try all those corrections.
I thought initially that the RaySwitchMaterial is used so that the object doesn't affect the surrounding, instead of not being affected BY its surrounding.


5
[Max] I need help! / Image brightness mystery
« on: 2016-01-04, 00:30:05 »
Hey guys,
I'm setting up a studio scene in which I will build and tweak all my shaders.

However, before need to make sure the colorspace is right and there seems to have quite some paradoxical issues:

- the grey ball is 100% matte with a 128-128-128 as diffuse (to get 50% grey); but it is coming out definitely too bright
- the macbeth chart on the other hand, is coming out too dark (see comparison with the actual bitmap file used); is there a way to make the material show the bitmap, WITHOUT being affected in any way by the scene's light and exposure, as if I'd paste over the image onto the rendered image.

*both are not receiving/casting shadow/reflection.

The setup is lit with one single studio hdr file at 1.0 multiplier.
All bitmap files are loaded with 'Automatic' gamma. The 3ds max gamma is correctly set up.

What do you think could be the issue there?

Thanks!

6
Work in Progress/Tests / Re: [WIP] - Cottage House
« on: 2016-01-02, 07:51:55 »
Corrected the settings and will render another test tonight to see if the noise situation will improve.

While you're talking about MSI,
if I may, I'll point to this beautiful renders by Michal Timko in the gallery section.
https://forum.corona-renderer.com/index.php/topic,5719.0.html
He mentions using MSI-100 in these images. Do you see a specific reason why his MSI is so high? Would he be fine with just MSI-20 or 25?



7
Work in Progress/Tests / Re: [WIP] - Cottage House
« on: 2016-01-01, 22:59:32 »
One more thing,

There are some slight (red/green-ish) color bleed on the wall/ceiling in the interior shots, that are due to the dark flooring and exterior grass.

Is there a way to eliminate (or at least reduce) that bleed effect?
I tried turning down the wall's reflectivity, but doesn't seem to do anything.

In Vray, there's an "GI-contribution" value that I could lower on the grass object for example to make the colorbleed less present.

8
Work in Progress/Tests / Re: [WIP] - Cottage House
« on: 2016-01-01, 22:55:56 »
Thanks Saires for the tips, that's a good bunch of useful knowledge.

Well, 7-8 hours with that much noise is bs ;]

I'm telling the truth I swear :P

Use UHD cache, it will help incredibly cleaning up interior with HDRI. Portals are optional, dont obsess over them.
MSI@50 is too high. At that point you might aswell turn on unbiased mode.

Try to 15 or even 10 instead. You have no caustics and brightness loss will be onl measureable, not visible.
It will help alot, if you have a bright patch of hdri, bashing little reflective rays into the far sides of the interiour, that may not cleanup even after hours.

So are you saying that turning up the MSI is only necessary when dealing with caustics or to brighten up reflective surfaces?
Also for the exterior shots, I should leave PT+PT right, for the large number of foliage?

You seem to have a strong shadow, if it's from the HDRI, then portals wont help at all, as its not very good with sharp very bright spots on the hdri dome.

Yes, the shadows (interior) are from the HDRI as it is the only light source in the scene.
I have no technical understanding of the render engine (I should probly read more about it), so I'm presuming that coronaPortals are only helpful to reduce noise in cases where the coronaSun is used?

I might just get rid of the portals altogether.

9
Work in Progress/Tests / [WIP] - Cottage House
« on: 2016-01-01, 21:53:44 »
Hi,
This is some preview images of a project I'm working on.
Two sets to deliver; exterior and interior.

It seems that my scene is really struggling with noise. There is alot of it, especially in the interiors.
Could you please help and give pointers on how to get cleaner results?

SCENE SETUP (for interiors):
- PG's HDRI for lighting
- Corona Portals on major openings
- Double-glazed windows for double-reflections

- Rendered images are @2000px
- PT+PT / MSI @50
- 200 passes (roughly 7-8 hrs per image)
- GIvsAA @32
- LSM @2

PC SPECS:
 - i7 5820K @ 4.0Ghz
- 32gb ram
- GTX550

Of course, general comments  are welcomed!
Thanks a lot





















 

10
[Max] I need help! / Re: Where is PTS?
« on: 2016-01-01, 21:35:35 »
Thanks maru.

Happy new year

11
[Max] I need help! / Where is PTS?
« on: 2015-12-30, 06:46:37 »
Hi,

I've seen the term PTS (Path Tracing Samples) in a lot of places, but can't seem to figure out where that box is in the render settings..?
I see MSI, LSM, but... PTS is nowhere to be found..

Thanks

12
[Scatter] I need help! / Re: Corona Scatter Exclude areas
« on: 2015-12-26, 20:20:45 »
Yay! Finally we have new MSI-200 rule :] Thanks!

Sorry to bump up an old thread.

I was just quickly going through this post when I saw your comment Romullus; what is this MSI-200 rule (of thumb I presume) that you are referring to? Until now, I've never questioned the default MSI-20...
Is there some cases that needs up MSI-200??

I must have missed an important thread somewhere..

Thanks!

13
Gallery / Re: interior
« on: 2015-12-23, 15:17:24 »
I would reduce the bump on the gypsum material. It seems a bit excessive on the parts of the ceiling that are closer to the camera.
Otherwise, nice job! :)

14
Gallery / Re: Travelling Essentials
« on: 2015-12-14, 16:22:48 »
Beautiful. Love the lighting in this.

Did she unwrap the bag for texturing, or are the stitch lines actual geometry?

Pss, but don't tell anybody: It's box mapping pand stitches are actual geometry (splines mapped with opacity). Tricky and cheap...

Yea I'd guessed box mapping. But the spline with opacity is actually pretty smart! wouldn't have though of that

15
Gallery / Re: Travelling Essentials
« on: 2015-12-14, 14:36:57 »
Beautiful. Love the lighting in this.

Did she unwrap the bag for texturing, or are the stitch lines actual geometry?

EDIT: Nvm, just looked closely at the wires :)

Pages: [1] 2