Author Topic: Casa Spodsbjerg  (Read 48139 times)

2014-11-19, 20:23:23
Reply #45

Ludvik Koutny

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EDIT: Maybe this would be the right time to ask for a blurbyobjectdistance override function in the corona material slot or render dialog. If it's even possible to do this by object and not on a per bitmap basis.

No it would not. If it blurs THIS much then it's definitely not intended behavior, but a bug ;) So it should be fixed properly at the source of the problem, not just worked around by cluttering UI with pointless knobs :)

2014-11-20, 00:44:20
Reply #46

3dwannab

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No it would not. If it blurs THIS much then it's definitely not intended behavior, but a bug ;) So it should be fixed properly at the source of the problem, not just worked around by cluttering UI with pointless knobs :)
You're probably right. Maybe such a thing as a global overide setting for diffuse maps and bump map slots. So test renders work qucker then at the end you can tweak that knob and get a better end result. ;)

Links to bump topics from before I forgot to link to (still can't find BB's I'm afraid):
http://autode.sk/1vqQpor
http://bit.ly/1vqQqZs

2014-11-20, 09:29:36
Reply #47

Ludvik Koutny

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No it would not. If it blurs THIS much then it's definitely not intended behavior, but a bug ;) So it should be fixed properly at the source of the problem, not just worked around by cluttering UI with pointless knobs :)
You're probably right. Maybe such a thing as a global overide setting for diffuse maps and bump map slots. So test renders work qucker then at the end you can tweak that knob and get a better end result. ;)

Links to bump topics from before I forgot to link to (still can't find BB's I'm afraid):
http://autode.sk/1vqQpor
http://bit.ly/1vqQqZs



No,

texture filtering does not (or at least in theory should not) affect performance. Seriously, quit requesting nonsense buttons. When you have so blurred textures, then it's simply a bug. Corona has already long history of bugs that caused excessive texture blurring, so it would not be surprise if not all of them were fixed yet. In ideal case, user should not even need to care about texture filtering at all. If some smarter filtering scheme would be implemented, that dumb filter mode switcher and blur amount spinner could be completely gone from bitmap.

You won't get any better or worse, faster or slower results when changing filtering. You currently may, in Corona, but that's just an issue, not really a regular behavior. The reason texture filtering is in 3ds Max implemented the way it is, is because it was implemented back in the day, when renderers had really poor antialiasing that could not handle high frequency textures, so they needed to be blurred in distance to prevent noise, moire and flickering.

Corona standalone for example uses filtering scheme that requires no user input whatsoever.
« Last Edit: 2014-11-20, 09:33:07 by Rawalanche »

2014-11-20, 12:43:19
Reply #48

Fritzlachatte

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First of all I also have to say, really well done exterior.
In my opinion, making an exterior is one of the crowning disciplines in corona, so I am glad to see how crisp it looks on the whole.

For the topic of blurry textures and filtering, I am unsure concerning some of your rocks if it is just a question of filtering.
I could be wrong, but if it is not the right uvw mapping, which is difficult by such a geometry, the textures gets stretched and blurred.

I am a big fan of Aaron Dabelow´s free tools. Maybe the Lazy UVW Editor easily can fix that.

http://www.aarondabelow.com/v1/pages/maxscript/maxscript-lazyUVWeditor.html


2014-11-20, 14:04:08
Reply #49

Lucas3d

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Here is a zoom showing the details of the stones and as you can see, after I've changed the blur value it is much sharper.

« Last Edit: 2014-11-20, 14:34:45 by Lucas3d »
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2014-11-20, 14:22:58
Reply #50

maru

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Maybe it's just bad mapping? Are these textures hi-res? Using that lazy uvw script might help.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2014-11-20, 14:34:58
Reply #51

thefourthwall

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...
I am a big fan of Aaron Dabelow´s free tools. Maybe the Lazy UVW Editor easily can fix that.
...

..lets start a new dispute! :-P

this tool is really helpful Lucas, you could give it a try!


2014-11-20, 14:40:59
Reply #52

Lucas3d

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maru : yes they were
thefourthwall : I will give it a try! ;)

also here is a screenshot form the viewport showing the mesh details :

« Last Edit: 2014-11-21, 00:07:48 by Lucas3d »
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2014-11-21, 08:22:16
Reply #53

thefourthwall

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Lucas what was the total time/number of passes for a clear image?

2014-11-21, 10:42:32
Reply #54

Lucas3d

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It was 1500x high and I stopped it around 200 passes and as I remember it was under an hour.

oh and by the way... if someone is interested in some of my models, please feel free to join my on-line store here :
http://shop.visualworkshop3d.ch/
« Last Edit: 2014-11-21, 15:36:00 by Lucas3d »
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2014-11-24, 10:07:06
Reply #55

Lucas3d

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Maybe some on would be interested in the HDRi I've used to lit the scene.
It is an old one but I think someone can put it in good use.
I've desaturated it for the rendering a bit.

Here is the link :
http://www.visualworkshop3d.ch/web/22jun1550.zip
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2014-11-24, 13:57:51
Reply #56

demmi

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thanks for sharing the HDRI Lucas its always good when we help each other =)
your image inspired me to try to make my exteriors better
behance.com/demmi
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2014-11-24, 15:12:03
Reply #57

dartofang

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Hi Lucas, congrats on this image featured in Evermotion ;) I think overall, your render looks photoreal. Love the lighting and the exterior shot.

2014-11-24, 16:21:34
Reply #58

Lucas3d

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Thank you guys ! Glad I could help, nice to hear that Demmi.

Thank you cgdigi! Hope to get same or better results next time ;)
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2014-11-25, 18:25:59
Reply #59

arqrenderz

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Hi Lucas THX for the Hdri! may i ask what hardware and software did you use to make it?