Author Topic: Archviz with corona  (Read 12852 times)

2015-03-15, 20:06:36

Edvinas

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Hello,

Posting some of my latest renders done with corona 7.2 and 1.0.
All of them were rendered in quite high resolutions. No more than 5 hours per render.
Interior design credits goes to Morten Budtz Architects. I took their interior as a reference to get some practise.

Comments&critics are very welcome.

Thank you.

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2015-03-15, 21:59:39
Reply #1

fLuppster

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Very nice! Is the grass all geometry?

2015-03-15, 22:08:41
Reply #2

Edvinas

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Thank you. And yes, It's all 3d.
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2015-03-16, 01:34:42
Reply #3

Juraj

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Calm and good looking interiors :- ). Exteriors are well executed, by I would always suggest to use 2D tree in close-up. You can keep the 3D model in scene to cast shadow but swap it for photography later.

Mind me asking what was your white point value in material for wall and mixer ?
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2015-03-16, 05:21:39
Reply #4

Adanmq

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I like a lot lighting in your interiors, very nice work. Where do you guys get these wood textures? i can´t find anything similar. :(

2015-03-16, 10:28:17
Reply #5

tomislavn

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Beautiful renders :) good work!
My 3d stock portfolio - http://3docean.net/user/tomislavn

2015-03-16, 20:24:08
Reply #6

Edvinas

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Juraj, good point about close-up trees. Totally agree with you, since I played quite some time with materials to realise that. But it was worth. For wall I used grayscale texture with 210 average value and 0.95 at diffuse level. And for mixer I made something inappropriate – it's fallof with 245 and 235 at white point and some curves. Maybe too drastic, but looks quite well.

Adanmq, thank you for a nice words. I used cg-source wood textures. Strongly suggest using them, since we don't have anything better in market yet ;)
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2015-03-16, 20:52:48
Reply #7

Juraj

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Thank you :- ) It's pet peevie of mine. Since I alternate in projects between low levels (linear value of 150-180) and high (210-225), depending on philosophy I can't make up my mind around. Have seen enough reputable sources pointing to both.

Maybe you already know this, but perhaps to avoid others being confused, sRGB color of 210 (every application including Photoshop has by default sRGB (Gamma 2.2 approx) color spectrum) equals to 166 in linear value (Gamma 1.0, which 3dsMax color picker uses).
So your Wall color in 3dsMax color picker would be [ 255*((210/255)^2.2) ] x0.95 = 158 . Of course, if you meant value in Photoshop, you didn't describe where and how you measured it.

..interestingly, just noticed MentalRay arch&design shader uses [0-1] scale in color picker, which makes sense for linear values, but both Corona and Vray use [0-255]. I think this will forever confuse users since few are aware of the 2.2/1.0 conversion. It would make sense if 3dsMax let us chose custom color picker without the need to place renderer's map in some slot.
« Last Edit: 2015-03-16, 21:04:49 by Juraj_Talcik »
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2015-03-17, 12:05:07
Reply #8

Paul Jones

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Maybe if you want to keep the 3d trees then a clip map to the leaves, also normal map to the bark to give it more texture?

Liking the grass, overall a nice feel.

2015-03-17, 20:47:46
Reply #9

Edvinas

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Juraj, to be honest I didn't know that. Unfortunately I am more try&see man than read&try. But that's probably making me weaker in some cases. Anyway, I really enjoy your comments with such a strong theoretical/technical knowledge. Makes me think, you know that much from books, internet or some kind of studies? If that's not too personal.. :)

Paul Jones. Thank you. Yes, your advices are good to get more realism to image. But situations like this takes so much time to work on.. and still, you get better result with 2d photo :)
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2015-03-18, 06:40:37
Reply #10

claudiostacciarini

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Nice renders!
Is the evening's image (V022_03_1920px_2015 02 10.jpg) a little too much illuminated in interior?


2015-03-18, 17:00:24
Reply #11

lasse1309

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holla!
beautiful images - especially the interior closeup with detail feel super haptic ;)

regarding the whole white and albedo thing i stumbled across this helpdesk article
https://coronarenderer.freshdesk.com/support/solutions/articles/5000515614
which is quite interesting.. we all know going past 0,8 - 0,85 white will lead to weird/wrong results;

well, to sum up the article it says darker diffuse value = shorter render time.#

I did some test with diffuse white value in override mat of 0,2 0,5 and 0,8 - both fixed path and time and found out even though 0,8 diffuse value has less passes in minute but overal
cleaner result. (render time set to one minute)

sorry for hijacking :D
love
Lasse

2015-03-18, 20:32:05
Reply #12

artmaknev

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Juraj, what do you mean by "depending on philosophy", where do you find this stuff?  I am very interested to read about that if you don't mind can you provide a link or book name.

By way, amazing floor texture!

2015-03-18, 21:11:02
Reply #13

Juraj

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Juraj, what do you mean by "depending on philosophy", where do you find this stuff?  I am very interested to read about that if you don't mind can you provide a link or book name.

From varied sources like BRDF fittings of the measured MERL data to guides toward PBR/Photorealistic visuals in games like the famous DONTNOD guide and writings from Sebastien Lagarde/ John Habble/ Paul Devebec/ Pixar stuff/etc.
I could give you about 50+ links but the best is to start from this collection :- ) Other artists have already created a very comprehensive reading:

PBR Encyclopedia: https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit

Regarding the "philosophy", my issue is, some of these guides, are sometimes contraindicative. For example the Seb. Lagarde, a big authority, advices to keep Albedo brighter then we think,
then from albedo charts we know that even brightest material aren't so bright, but interpolating between these data to author your own materials can sometimes be painful. The only easy thing remain metals.

I wish there was some definite, approved way how to author material values.  There are tutorials about the use of Macbeth chart, but these always end up as reference only. There's no exact way how to convert the photography
derived values to values I can fit to material so I would get identical result. And there is no way how to compare results either, it annoys me I can either look at mathematical linear space, which tells me nothing, or ugly, bleak reinhard (yes Corona has the same as Vray, just oppositely mapped controls) that looks nothing like any contemporary camera sensor. Realism stills requires too much effort and tricks and there is little on how to keep it consistent. Everytime we admire some photorealistic result, it's more matter of happy coincidence that deliberate effort. Perhaps simple scene with good angle, good diffuse light, and lot of reflective materials. A more of a luck.

Everytime I go create wooden floor, I don't know how bright and saturated my albedo/diffuse texture should be. And I can't trust a reference photography I have even if I recreated identical time of the day, scene and camera exposure. Because the photography already has certain dynamic range and response curve and my render doesn't and there is no tonemapping that would give me result resembling my photography directly. So instead, I am juggling everything. Tweak this here, now tweak that there. By eye, eye-ball it. It takes too much times, it's frustrating, and it's completely unnecessary. I am literally annoyed there isn't enough research done to create 'out-of-the-box' realism.

I hope that until I am 30, there will be at least : Photorealistic tonemapping resembling modern day cameras. Not Reinhard + Contrast for god sakes. Material system that will forever say goodbye to specular/glossiness and incorporate easy feeding of values that can be derived from existing tools.

Sorry for rambling, you asked :- ) Now I can get back to work.
« Last Edit: 2015-03-18, 21:21:45 by Juraj_Talcik »
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2015-03-18, 22:04:13
Reply #14

artmaknev

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Fascinating stuff!
I never really bothered to go into such depths when making renderings, its like entering another realm a portal to another world when I look into those philosophical writings (too much Murakami this week hehe)!
I will sure look into that in more detail, its interesting stuff and thanks for the info, it sure helps to know some philosophy to avoid early mistakes in your approach and make your work more realistic.