Author Topic: Industrial loft - Testing Corona + Blender  (Read 6698 times)

2014-10-20, 16:00:50

NielsH

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Hello,

I recently graduated from a game development course where I got interested in visualisation. Because of the high costs of 3DS Max I am now looking into using Blender together with Corona for commercial work. This project is a test case for me to see if it's doable to work in Blender while simultaneously testing out Corona. So far I absolutely love Corona, it's amazing how simple the process is compared to VRay while still giving lots of control.



I would love to get feedback on this image, it's still very much a WIP and I'm aware that the uvs on the right side of the wall are stretched.

Some points I would like to improve are the floor which to me looks too bland at the moment and lacks definition. Another thing that really bothers me are the straight parts of the pillars in the wall, those lines are way too perfect for a wall like that but I'm not really sure how to add more definition to those parts.

EDIT: For those that are interested rendering time is 36:06 for this image (1920x1080) with standard settings on an i5-2500. I have no idea if this is fast or slow or if it could be optimized in any way.

Kind Regards,
Niels
« Last Edit: 2014-10-27, 19:20:10 by NielsH »

2014-10-20, 16:59:21
Reply #1

borisquezadaa

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Chamfer those wall corners!
Also add a nice Bump map on those walltiles.
You can generate it using Pixplant for example... or crazy bump...
What i do with Corona My Corona post of random stuff rendering
WARNING: English.dll still loading...

2014-10-20, 17:31:41
Reply #2

NielsH

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Chamfer those wall corners!
Also add a nice Bump map on those walltiles.
You can generate it using Pixplant for example... or crazy bump...

Great tip for the corners, I'm testing the round corners material option right now with a 1cm radius to give it a really worn effect. If it doesn't look good I'll resort to bevelling it by hand.

Right now the wall has a normal map which I generated using NDO, the exporter in blender doesn't support bump maps it seems. I'm trying to find out if that's something that lacks on the exporter or if the standalone version doesn't support bump maps.

EDIT: https://forum.corona-renderer.com/index.php/topic,3030.0.html - Seems like the standalone version doesn't support bump maps at the moment :(.
« Last Edit: 2014-10-20, 17:36:45 by NielsH »

2014-10-21, 10:31:10
Reply #3

NielsH

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Update:



The staircase steps material is a bit screwed up.

2014-10-23, 11:18:42
Reply #4

NielsH

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I think I kind of gave up on Blender for now, I really liked some aspects of it but there are too many key features missing both in Blender as in the Standalone version of Corona, especially the lack of displacement mapping.

So I started with a clean sheet in 3DS Max and really tried to get the core materials down, not 100% satisfied yet but I think it already looks way better in general.



The wall texture might be a bit too much and I'll probably tone down the normal map and displacement a little bit, adding some elements to the wall will probably also improve the general look.

2014-10-25, 06:03:27
Reply #5

snakebox

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Odd question... what is your sky, sun and camera settings?  the intensity values, highlight compression etc?

2014-10-25, 11:10:20
Reply #6

NielsH

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Right now I don't have access to my workstation and files but I used the Making of: Barts Square project (https://corona-renderer.com/blog/making-of-barts-square-project-by-the-boundary-iain-banks/) as a starting point and went from there it was a really nice starting point. I can post the exact settings tomorrow but they aren't final yet, still want to experiment with just a sky/sun setup instead of hdri etc.

2014-10-27, 19:19:49
Reply #7

NielsH

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A small update.

Does anyone maybe has some tips on how to handle the backplate/background? I find it difficult to really make it blend in with the scene.