Author Topic: Porsche 911 GT3 RS - Corona Dome Case Study  (Read 3975 times)

2017-08-23, 06:33:47

redstarcg

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Hey there. I want to share my recent case study with you fellow artists. The focus here was to see how I should shoot a Dome for the purpose of using it as an environment only. I know my camera movements are not 100% realistic but that is because I was more focused on seeing where the environment would break and how to avoid doing it in the future or how to improve the next attempt.
Overall I was very happy with the Corona dome feature and have learned quite a bit on what to do to make the next real attempt a lot more convincing with even less distortion. If anybody is interested in an in depth breakdown I have it available on the behance page.
Hope you guys/gals like it!



On a side note in case some of you are interested in the render aspect.
1920x1080 was final output
20 passes a frame
about 3.5min each frame. I added a little denoising at about 0.5 and also afcorse had to do lensflares. (I am a sucker for lensflares lol)

2017-08-23, 08:10:20
Reply #1

tomislavn

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Stunning piece of art mate :) Good stuff!
My 3d stock portfolio - http://3docean.net/user/tomislavn

2017-08-23, 08:56:37
Reply #2

romullus

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It looks that you've blended dome enviroment with regular textured plane under the car. Did you do that straight in 3D or did you comped that in post?

Good job. Experience is pretty seamless, except for one shot, where it can be clearly seen some strange movement in the background.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-08-23, 15:46:45
Reply #3

redstarcg

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It looks that you've blended dome enviroment with regular textured plane under the car. Did you do that straight in 3D or did you comped that in post?

Good job. Experience is pretty seamless, except for one shot, where it can be clearly seen some strange movement in the background.

The ground blend was all done in 3D. Only thing done in post was DOF, Grain, Motion Blur, Chromatic Aberration, and some color tweak.

2017-08-23, 16:07:16
Reply #4

Ludvik Koutny

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You should use in-render motion blur next time. It won't add much to the rendertime, but it will look much better ;)

If you added some MB in post, then I am afraid it was not enough, as it looks it is completely missing it. Great thing about in-render MB is that you just set shutter to be half the frame, and you will know the MB length and intensity will be correct everywhere :)

2017-08-23, 16:59:43
Reply #5

redstarcg

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You should use in-render motion blur next time. It won't add much to the rendertime, but it will look much better ;)

If you added some MB in post, then I am afraid it was not enough, as it looks it is completely missing it. Great thing about in-render MB is that you just set shutter to be half the frame, and you will know the MB length and intensity will be correct everywhere :)

Yes this is very true! :)
Tbh only reason I didn't go crazy with mblur and dof thats real is because I was doing this as a test at home so I did not want crazy render times. My next attempt will be a real one as I have learned a few tricks that will help me a lot with the quality of the next video. I will also focus on accurate camera movements next time haha.