Author Topic: Pied à Terre  (Read 25006 times)

2016-03-01, 17:43:55
Reply #15

iainbanks

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Thanks aldola, i'm not sure who the artist but if i find out will post it on here.

Rhodesy - Yes i mostly find myself using the sun and sky on shots like these.  I find the variation you get with an HDRI isn't entirely necessary with interiors unless there is some huge glass curtain wall with a tonne of light coming in.  I do use HDRI for dusk shots though when the daylight system doesn't react quite right when the sun goes down.

I'm generally using the Hosek&Wilkie sky model but sometimes increase the turbidity to soften the light a bit.  I add contrast randomly..depends on the image but usually always increase it above 1 somewhat.

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2016-03-01, 18:53:13
Reply #16

agentdark45

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Thanks aldola, i'm not sure who the artist but if i find out will post it on here.

Rhodesy - Yes i mostly find myself using the sun and sky on shots like these.  I find the variation you get with an HDRI isn't entirely necessary with interiors unless there is some huge glass curtain wall with a tonne of light coming in.  I do use HDRI for dusk shots though when the daylight system doesn't react quite right when the sun goes down.

I'm generally using the Hosek&Wilkie sky model but sometimes increase the turbidity to soften the light a bit.  I add contrast randomly..depends on the image but usually always increase it above 1 somewhat.

Iain

Thanks for the info Iain, do you keep the sun & sky intensity values at the default of 1 or adjust them depending on the scene? Really impressed how clean and photographic these render are with such a simple setup!
Vray who?

2016-03-02, 01:48:49
Reply #17

mitviz

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beautiful work!
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2016-03-20, 14:05:52
Reply #18

subpixelsk

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Hi Iain,

first of all beautiful shots - how do you postproduce your images? do you tweak everything in framebuffer? and if yes what values do you use for contrast? if not what is your postproduction workflow? also what values do you use for highlight compression at least what range I do not need exact value :)

Thanks for the info !

2016-07-06, 12:06:18
Reply #19

iainbanks

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Thanks guys,

agentdark45 - Yes we usually keep the sun and sky settings as default.  Corona seems to work very nicely most of the time like this.  Occasionally however we do adjust the turbidity on the sky to soften the shadows a touch but not on this project.

Johnymrazko - Thanks :) Our post production on these is very simple, most of it is done in render and very little in Photoshop after except for a few curves adjustments here and there.  For contrast i tend to do this mostly in Photoshop after wards for the extra level of control.  Highlight compression is nearly always somewhere between 5 and 10.

Thanks

-Iain-
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2016-07-06, 12:39:28
Reply #20

agentdark45

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Cheers for the tips Iain, I'll definitely be incorporating some of your workflow in future projects. I normally boost the contast value in Corona to avoid the washed out look, but this often really messes with my material saturation so I'll try doing more of the curve/contrast editing in PS.
Vray who?

2016-07-06, 18:36:12
Reply #21

Juraj

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Cheers for the tips Iain, I'll definitely be incorporating some of your workflow in future projects. I normally boost the contast value in Corona to avoid the washed out look, but this often really messes with my material saturation so I'll try doing more of the curve/contrast editing in PS.

The "Contrast" in Corona framebuffer is really strange and aggressive towards whole shadows. You loose detail and it darkers too much.

Good contrast (like that in AdobeCameraRaw) instead boosts broadly highlights and low blacks, it's far more localized.
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2016-07-07, 10:24:00
Reply #22

alexyork

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Cheers for the tips Iain, I'll definitely be incorporating some of your workflow in future projects. I normally boost the contast value in Corona to avoid the washed out look, but this often really messes with my material saturation so I'll try doing more of the curve/contrast editing in PS.

The "Contrast" in Corona framebuffer is really strange and aggressive towards whole shadows. You loose detail and it darkers too much.

Good contrast (like that in AdobeCameraRaw) instead boosts broadly highlights and low blacks, it's far more localized.

We've not really had any real-world issues with Contrast killing detail, but we never usually go above around 4 or 6 with it. That said, it would be great to have a histogram curve to play with in the VFB... ;)
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2016-07-07, 12:59:56
Reply #23

Juraj

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"Destroying" is meant as technical term, it can be preferred aesthetique also ("crushed" blacks).  The Corona Contrast does do it, it doesn't depend on occasion or a scene, it does it in each instance, even in this project.

That doesn't say it's good or bad, but it doesn't give you choice.

VFB+ has histogram. The contrast there is even worse :- D but you can use curves.
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2016-07-07, 14:15:56
Reply #24

Ondra

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We've not really had any real-world issues with Contrast killing detail, but we never usually go above around 4 or 6 with it. That said, it would be great to have a histogram curve to play with in the VFB... ;)

then you will like Corona 1.5 :D
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2016-07-07, 14:24:48
Reply #25

alexyork

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We've not really had any real-world issues with Contrast killing detail, but we never usually go above around 4 or 6 with it. That said, it would be great to have a histogram curve to play with in the VFB... ;)

then you will like Corona 1.5 :D

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2016-07-07, 23:05:35
Reply #26

F13Design

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Love it! Lighting and DOF of field usage is a very nice touch, especially in the short animation!
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2016-07-08, 03:28:09
Reply #27

snakebox

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I just want to add to the list of saying it looks great! lovely style, modern and what people expect these days.

I do like the approach in the animation, and the shaders looks great too up close. 

I am a little surprised that you mentioned you often have highlight compression on 5-10 as I personally nearly always try to keep it at 1.0 or below 3.0 

On that note, say you put it to 5.. do you then up the exposure to compensate for the flatter lighting you get? and there by get the brightness without the burnouts?  Different workflows, but I'm just curious.

Either way, whatever you are doing is working perfectly as it looks stunning!

Keep up the great work! and congrats on the company!

2016-07-08, 14:26:03
Reply #28

iainbanks

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Snake box - It is occasionally on something like 3 for us but pretty much never on 1 as this massively blows out the bright areas.  Beyond 5 there isn't really much visual difference and so tops out at around 5 or 6.  As you say we then using something like 5 we may increase the exposure, a lot of our images are quite bright with contract added in photoshop.  It is slightly flatter with higher highlight compression raised but not abnormally.

Cheers

Iain
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2016-07-10, 19:02:46
Reply #29

Image Box Studios

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Hi ..Congratulations for new company. I am also a big fan of your works. You guys are amazing.
These render images are awesome. I love lighting and contrast. very realistic.