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Messages - Juraj

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4081
Gallery / Re: Forest & Ocean
« on: 2014-10-18, 01:47:12 »

and a little question about your workflow if you dont mind :) ...are you converting materials with the scripts o doing materials from scratch? maybe a silly question, but we've been spending a lot time correcting material albedos so the models can work in different light conditions ....

50:50. Every important material is from scratch, but is also largely due to fact I use Corona for more than year (almost year and half) and I didn't had any previous library or something much to work from. I also constantly change how I make mats.
But for those numerous decorations and stuff, convert works flawlessly. The specularity will be off slightly but that's not very noticeable for deco stuff.

Regarding albedo, my Corona materials don't look different than those from Vray, I use the same principles, and the system is almost identical as well between these two renderers.

The fact that Corona does create better looking images for so many users is more testament to acessibility of Corona, you don't have to work for the technical quality as you have to do in Vray, you don't need to do any choices.
I can set Vray3 to work very similarly to Corona {BF/LC; Min.Shading rate >8; CRL=0, Progressive sampler,etc...} but I don't have to move a finger to make Corona work towards best quality. This makes it the same engine for seasoned pros as beginners.
And that's great, that's how evolution of software should be these times.

It's also the same what you called 'wow factor', for me it's 'fun factor' :- ) Taking out the unnecessary tediousness and just, looking towards what it gives me after I press render.

4082
Gallery / Re: Forest & Ocean
« on: 2014-10-18, 01:05:30 »
Well, I didn't say I don't care always by default :- ) I am fully aware of the rules, but, if I feel I want to do what pleases me instead, I stick to the latter.
Nonetheless, to answer on 'rational level' why I simply cut it, is that I had no intention to put focus on that item, it's simply there, but the focus should be overall room.
It is 'product rendering', but also isn't. So I cut the 'room', not the item in this way.

Haha, well, answer will be simply for those who ask, because it's default for most (with 2048 HD cache only for finals), and 4-8 GI-AA for mor "DOF-y" shots. Neither is necessary though, that's the beauty of Corona, it's simply priority,
to avoid confusion for people who think of it as "different" settings.

And yeah, Corona Sun+Sky :- ) Single nightime HDRi (CG-Source, I don't know which one honestly, I only have 6 of them) for the single night shot. S+S all the way for super flexibility.

4083
I'm glad you find it helpful :)

What I recognized is, when you convert materials, somehow it can't convert the bump value properly, as it was setup before in vray. Most of the time I get values like: 0,333 / 0,666 / 1,66, etc. With all the other maps in the materials it converts to the proper value, but with the bump it doesn't work correctly.

It's one of those decisions I had to make when I was thinking about the "most useful" and "least harmful" method to convert bump ;) .
The converter divides the bump value which is set in Vray by 30.0. That means, if you're converting a default VrayMtl it will convert to a "default" CoronaMtl, at least concerning bump values.
On the one hand (personally) I think 1.0 is (always!) too much bump in a CoronaMtl (30 is too much for vray mtls too, most of the time), on the other hand, you never know what users did set for bump and how careful they were. If I convert my own Vray mtls - which are using around 5.0 to 10.0 bump value - it comes out a little too weak, but for other people, which are using bump values of 50.0 or more it is still way too much for corona and looks aweful.

I noticed the same I wondered what was the reason. I think 30 is too low number, it seems like two different values are being compared, default Vray (30, but it's really just random number), and maximum Corona (1.0). I think that perhaps it should be the same value to same value (1.0=100) so divide by 100 instead.
I don't think it got the bump value right in either case I always have to lower it. At average, I find Corona more "sensitive" (in way that bump artifacts/general noisy ugliness) appears sooner, so I use way lower values than I do in Vray. But at lowest, I would divide by 100, not 30.

The way it is always creates incorrect stuff with maps that are 1=100 for reason, like normal map. After conversion, it ends up being 3.333, 330perc. stronger than it should be.

Maybe there should be a field/option to choose what is the division number (optional).

I agree that 30 for bump (not normal, edge or other maps which are supposed to be "full" ) can be too much in Vray, but it's equal to 0.3 in Corona, not 1. The same ugliness starts at 0.3, not 1.


4084
Gallery / Re: Forest & Ocean
« on: 2014-10-18, 00:13:14 »
Thank you Headoff :- )

4085
Gallery / Re: Forest & Ocean
« on: 2014-10-17, 23:52:54 »


That's too many questions man :- D you always talk too much :- ).

Well, I don't have logical answer for all, so, with me it's always good to know that I often do stuff just because I like. Not because it's better or correct, but just because I can and fancy in the moment.
I have a lot of fun doing 3D for job and I don't take many rules seriously. My compositions often suck, it's hit&miss, I take few things too rigidly, and completely forfeit others, it heavily depends on the moment.

(plus client needed the shots for website, that's why 21:9)

Haha, glad you like the naming. I was thinking...maybe I should change it before I upload it...but I am too lazy, who cares. And damn, some people notice :- D.

Regarding calibration, I do use calibrated Dell U3014 (few of them), but I have them set slightly dimmer than what average monitor happens to be, but just slightly. But the overblown aesthetic is just what I like. The low contrast is also intended.
I know it looks bad to many, but...like I said, there is no reason, I just like it. I like it bad :- )

4086
Gallery / Re: Beds Collection
« on: 2014-10-17, 23:41:56 »
Perfect studio shots. I don't need more beds right now but I am contemplating to buy it just to support it. Perfect quality, super cheap price.

What's next :- ) ?

4087
Gallery / Re: Forest & Ocean
« on: 2014-10-17, 23:14:29 »
Thank you much guys :- ) It's only very small project but I sort of liked it, it gave me quite freedom and I always enjoy that, although with very narrow time constraints.

Really nice images! I really like Forest_Vignette1.jpg The settle DOF adds a lot of realism

In-render DOF :- ) I just set the GI/AA slightly lower (4-8) so I can get more AA passes in same time, because GI will be long clean before the DOF converged.
Makes life easier, I almost always use subtle DOF, unless it's main hero-shot, where I avoid it, most clients don't particulary like it, but it's ok, it should be informative.


And the results in interiors are far superior in terms of lightning compared to vray.

..and a less technical comment/question :) ... as far as commercial work goes: why are you choosing Corona?
render times? ...did you use batch rendering or backcburner with strips??

Maybe not the best thing to write on forum but Corona doesn't give me much nicer images under most conditions, I can get almost identical look in Corona and Vray. My work is still my work...it's not work of Corona.
I would be lying if I say I don't get slightly upset when few (or lot...) folks write stuff like "Wow, Corona power". Like,...huh ?

But it makes my life so much easier, that I literally don't spend a second worrying about setting up something. I don't, I create, build my scenes and render them. It's not only about saving time, but also sanity. It keeps me in better mood overall
knowing that I don't need to care about stuff that isn't important to your results. It always render and finishes and gives you good technical condition (no artifacts, etc..) It's also so fast evolving, and it's evolving in right direction, both Ondra and Adam understand what is the correct direction to go, they don't listen blindly to few "pros" who live outside of reality (like it happens on Chaos forum sometimes). They listen, but still keep their vision, don't compromise the simplicity while not being too rigid about finding solutions to issues. They have my trust in way no other renderer can give me, I believe once it goes commercial it will evolve finely to allow basically any production.

Render times, few hours, depending how many machines were free :- ) I don't have short times, but they're still super decent for where I push it, don't optimalize, just render hi-res. Comparatively, it's far faster than brute force (or way faster than all the unbiased ones), but obviously, not as fast as fully cached (IR/Final gather/etc..). I don't care much, I also prefer to simply buy more PCs.

I use distributed directly or Backburner (with distributed managed by server), but regular, no strips. Maybe I was lucky, but I never got any issues with neither network rendering

second set is too bright imho

Personal aesthetics :- ) I have few images that are way brighter than this.

that gives a lot of triangles and corona  cant shadow those cause needs an aproximation (terminator something i think it's called).
Its clearly visible in "Forest_nigth 8k".


Like I said, it was incorrect normal map, if you check the close-up, which was rendered later, there is no issue, because I changed it. Terminator is when there are not enough subdivs to smoothly show normal map, but this was issue of the normal map itself, It's tesselated enough.

(PS: who is veronica?)

My girlfriend, my business partner too :- ) We run the studio together, with two modelers at the moment.

4088
Gallery / Re: Forest & Ocean
« on: 2014-10-17, 18:36:22 »
what can I say..... well done.

I presume the painted stone wall and thick grey blanket (first set of images)or both achieved with displacement?

I have some time before I go to beer I will post short tut what it is, moment.

Have a look at third post from top, I uploaded two pics, I hope it illustrates it.

4089
Gallery / Re: Forest & Ocean
« on: 2014-10-17, 18:26:23 »
Have you tried translucency with the bed materials?... also this cloth meshes has so many geom on it that the shadow artifacts are quite visible at those high resolutions. I'm going to do some test to see if it improves cause the blanket from bed are looking a little like plastic.

They are not high-poly at all, they are actually over-optimalized by Bertrand Benoit (I don't have tropical beds, so I used his cloths, and remixed it to my needs). The artifacts show only in one or two shots where I unfortunately forget to check wrong normal map in bump slot. Nonetheless they're not the best models out there, and hardly like Veronika's beds but those take one week to make and, these ones we bought. To me it's ok.
Translucency, no I didn't ,but I think quite few people asked me in Paris apartment.

4090
Gallery / Re: Forest & Ocean
« on: 2014-10-17, 18:03:44 »
what can I say..... well done.

I presume the painted stone wall and thick grey blanket (first set of images)or both achieved with displacement?

I have some time before I go to beer I will post short tut what it is, moment.

4091
Gallery / Re: Forest & Ocean
« on: 2014-10-17, 16:20:47 »
Edits:

Place for short tuts and answers:

Well, the wall, it's primitive and simple, I don't claim it's best or what, but here it's how its done in this one case:
Basically, it's really just bump map and glossy map, nothing else. It's not even strong bump and the geometry is only weak relief, I wanted it this way.


To be continued..

4092
Gallery / Re: Forest & Ocean
« on: 2014-10-17, 16:08:33 »
Ocean


4093
Gallery / Forest & Ocean
« on: 2014-10-17, 16:07:04 »
{{ Each images is around 2-3MB, so it will load slowly for those will slow bandwitch, fast version is on my Behance here https://www.behance.net/gallery/20585117/Forest-Ocean }}

One of our smallest projects this year showcases cooling product by Evening Breeze, quite nice, modern and ecological gadget. We prepared 3 environments, from tropical forest, city to ocean to showcase its placement among varied places in homes.
Full set design and visualization by us. Imagery was rendered in 8k (7680px width)

This was technically rather small and "fast" project, although I've spent considerable time to think through how to conceive the interior sets. It's one of those "make everything as you wish, just follow the rules what to show" projects, which isn't so easy I think.

I have uploaded the originals (but still compressed...) to this forum because I can't to any other place (not even dropbox shows it unless you download it, like...why do we even have hi-res monitors and fast internet if there is no option to show hi-res stuff?)

Cheers

4094
[Max] General Discussion / Re: Corona Alpha4 Benchmark scene
« on: 2014-10-17, 13:54:14 »
Juraj_Talcik
Ivy Bridge v2 Xeons can't be overclocked because they have locked multiplier ???? why cant be ???


This is not overclocking in same way as you do with unlocked multiplier (K-series) i7. He's using BCLK straps (or FSB) instead, and he's basically limited to 3-8 perc. at cost of instability (it's connected directly to PCI lanes too), and it does depend heavily on unit you're lucky to get.

4095
I was always curious, why do you need to unwrap everything? There are automatic ways to do that...

Because it won't look good. Even with best automatic unwrap you will be stitching isles together to avoid seams, divisions and other artifacts.
Sometimes the amount of work to clean-up is bigger than to simply unwrap it manually from start.

The GI is photon mapping + final gather. Every artifacts shows heavily and can break the Archviz look.

Edit: Oh...Deadclown answered, I had no idea there was 3rd page, I don't know why it opens on previous for me always.

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