Author Topic: Midge  (Read 13354 times)

2013-07-03, 23:54:56

racoonart

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I've been showing Corona to a friend these days and we came up with this little rendering. His model, my lighting and rendering :)
Hope you like it.
took 30 mins, 110 passes, 3d dof.

Any sufficiently advanced bug is indistinguishable from a feature.

2013-07-03, 23:56:01
Reply #1

brainbox

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Its great like always :)

2013-07-04, 00:03:33
Reply #2

yagi

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Super!

2013-07-04, 00:30:47
Reply #3

Tweekazoid

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bug looks OK , but the ground is amazing ;)

2013-07-04, 02:25:03
Reply #4

Chakib

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2013-07-04, 09:08:50
Reply #5

Polymax

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Super!
Corona - the best rendering solution!

2013-07-04, 10:49:33
Reply #6

maru

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Nice, looks like Dwemer technology from Elder Scrolls. ;)

It's strangely cropped, I would give it a bit more space to the right, it's somehow disturbing but maybe only for me.
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2013-07-04, 11:36:21
Reply #7

Alessandro

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...it has to be a so dangerous mosquito!!! ;)

Cool image!
My Ducati or a render with Corona.....mmm, hard question!

2013-07-04, 12:14:20
Reply #8

goose1982

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Well done, really nice Image!

Liebe Grüße aus Wien

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2013-07-04, 12:35:25
Reply #9

Juraj

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Nice, looks like Dwemer technology from Elder Scrolls. ;)

First thing that came on my mind too :- ) It was 10 years I think since I played Morrowind...and stopped with games altogether.

Very nice image
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2013-07-04, 21:19:15
Reply #10

Makovsky

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How did U make this little blur around highlights? Is this from corona or post-pro??

2013-07-05, 08:49:51
Reply #11

chrisaix

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Amazing! I cant believe this only took 30 mins to render. Care to share your hardware mate?

Cheers!

2013-07-05, 15:39:29
Reply #12

racoonart

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Thanks a lot for all your comments! :)

Nice, looks like Dwemer technology from Elder Scrolls. ;)

It's strangely cropped, I would give it a bit more space to the right, it's somehow disturbing but maybe only for me.

Never had that in mind (although I've played elder scolls games :D)
Hm, yes, all in all it may not be very well placed but I didn't plan to do a "real" image when I started to play around with it ;)

How did U make this little blur around highlights? Is this from corona or post-pro??
It's post, in eyeon fusion :) Some stacked glows which add up to a very nice and soft highlight.

Amazing! I cant believe this only took 30 mins to render. Care to share your hardware mate?

I rendered this on a dual xeon E5530 @ 2.4 Ghz. Not a very fast machine today. New i7s tend to be a lot faster ;) I tried to optimize the settings a bit, this helped a little in some areas.
« Last Edit: 2013-07-05, 15:43:05 by DeadClown »
Any sufficiently advanced bug is indistinguishable from a feature.

2013-07-06, 17:14:16
Reply #13

Juraj

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Deadclown, have you thought of compiling your current knowledge of Corona into some short blog post topic ? I would be very interested to read that.

Something like "I found X to Y sample in PT to work best in XY scenario" etc.

The current know-how seems to be extremely scattered and chaotic across the forum.
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2013-07-06, 18:25:18
Reply #14

racoonart

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To be honest, I don't know what I should write in this article...
My whole optimizing is more or less balancing pt- and light samples and passes. There is not much more I could do in Corona. So I try to find reasonable values for pt and light and passes.

For example:
Normally I tend to believe that 100 passes should be enough (non-adaptive) anti-aliasing (this would mean 1-10 min-max dmc image sampling in Vray or more precisely 10 subdivs fixed rate). Which means that in 100 passes light and pt passes should be clean.
So I test how fast light and pt noise is dissipating and how they are related in specific scene, sometimes I need to crank up pt samples to 64 while leaving light sampling as it is.
In other very difficult lighting situations it's the other way around. HdCache can do most of the GI problem areas so I don't need to invest a lot of samples in pt - but light sampling through a lot of little windows is difficult which means I easily end up using 4 pt and 32 light samples...
That's all the magic ;) And a little bit of scene optimizing of course, checking bump values in material and refractions modes and so on.

I really would not write about  "I found X to Y sample in PT to work best in XY scenario" cause I believe that each scene is best handled individually and should be optimized the way I wrote above ;).
Any sufficiently advanced bug is indistinguishable from a feature.