Interesting comparison. You can see in the shadows though that some different contrast is applied. At least the huge Shadow in the back on the ground has to much so that we can really compare. I wonder if it would look similar if three tonemapping and contrast would match. Hard to tell...
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It's a fair point on the texture blurring and might be good to swap some defaults - we normally drop to 0.5 blur on all of ours. I'm not sure what the standard corona render settings are but it definitely looks like it's adding in a bit of a contrast curve - if you have something like nuke you could put the two images above through it's colormatch tool and it'll generate the difference between the two as a colour lut - you can load this in the vray buffer. Personally I'm in vfx and every camera has a slightly different curve to it so we always take the curve off the image to make it flat / linear, render our vfx to this and then reapply the camera curve to both afterwards. A big part of photorealism (aka making something look like a still off an slr / movie camera) is that one of those camera's job isn't to record colour and brightness accurately, it's to make a pretty picture. To do that they take the image data and accentuate certain parts of the result to make it more pleasant - if you take the same picture on a nikon, canon and sony you'll get three different images as all three manufacturers are going to choose different parts to feature. Vray doesn't do any of this so it can tend to look a bit flatter than some other renderers which add a little bit of a default look, some artists might really like that as they want to get a finished image right from the frame buffer, some others might want to have the purest data they can get as they'll be doing a lot with it after!
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Originally posted by joconnell View PostIt's a fair point on the texture blurring and might be good to swap some defaults - we normally drop to 0.5 blur on all of ours. I'm not sure what the standard corona render settings are but it definitely looks like it's adding in a bit of a contrast curve - if you have something like nuke you could put the two images above through it's colormatch tool and it'll generate the difference between the two as a colour lut - you can load this in the vray buffer. Personally I'm in vfx and every camera has a slightly different curve to it so we always take the curve off the image to make it flat / linear, render our vfx to this and then reapply the camera curve to both afterwards. A big part of photorealism (aka making something look like a still off an slr / movie camera) is that one of those camera's job isn't to record colour and brightness accurately, it's to make a pretty picture. To do that they take the image data and accentuate certain parts of the result to make it more pleasant - if you take the same picture on a nikon, canon and sony you'll get three different images as all three manufacturers are going to choose different parts to feature. Vray doesn't do any of this so it can tend to look a bit flatter than some other renderers which add a little bit of a default look, some artists might really like that as they want to get a finished image right from the frame buffer, some others might want to have the purest data they can get as they'll be doing a lot with it after!
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Is the blur really greater in VRay than Corona by default? CoronaBitmap and also max bitmap always defaults to 1.0. Regardless of render engine I often drop that to .5 or .2 (or .01 for opacity maps.) Is there something else forcing greater levels of blur in VRay by default?
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Originally posted by danio View PostIs the blur really greater in VRay than Corona by default? CoronaBitmap and also max bitmap always defaults to 1.0. Regardless of render engine I often drop that to .5 or .2 (or .01 for opacity maps.) Is there something else forcing greater levels of blur in VRay by default?
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The brightness in the corona / vray grey renders is due to color mapping difference, I'm almost certain of that. For the texture filtering I think corona just overwrites the bitmap blur value with its own, or a texture filter all together, if you use vray hdr loader you will get better results. I'm positive that corona / vray renders look exactly same in the same lighting / color space conditions.Dmitry Vinnik
Silhouette Images Inc.
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Originally posted by Morbid Angel View PostThe brightness in the corona / vray grey renders is due to color mapping difference, I'm almost certain of that. For the texture filtering I think corona just overwrites the bitmap blur value with its own, or a texture filter all together, if you use vray hdr loader you will get better results. I'm positive that corona / vray renders look exactly same in the same lighting / color space conditions.
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Actually in another thread this was discussed as well and it was also mentioned that Corona doesn't bounce rays as many times as vray, which gives a greater contrast, so to speak.
gi distribution should be the same though.
It would be great if the Corona guys and vray guys would finally get together and compare the coding and give us some insights.Check out my tutorials, assets, free samples and weekly newsletter:
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Originally posted by MANUEL_MOUSIOL View PostActually in another thread this was discussed as well and it was also mentioned that Corona doesn't bounce rays as many times as vray, which gives a greater contrast, so to speak.
gi distribution should be the same though.
It would be great if the Corona guys and vray guys would finally get together and compare the coding and give us some insights.
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With regards to the number of GI bounces, many years ago and with an entirly different renderer (and gi calculating methodes) the developers were waxing lyrical about how great and accrate the GI results are because the calculating termination point only happened at 100 bounces.
I did a few tests and found that after 5 bounces there was little to no visual difference to that at 100 bounces and rendered significantly quicker.
I have done a few similar tests, over the years and different versions of Vray, with Vray as well by lowering the number of bounces to see what the differences were. Pretty much came down to the quality and detail in the GI solution dropped significantly but the overall contrast didn't change that much until the numbers came rediculously low (like 1 or 2 bounces). Which leads me to believe that its a lot more complicated than just the number of bounces being clamped to be the reason for the differences between Vray and Corona.
PS my test were fairly informal and not scientificaly conducted with detail analysis, but done more for fun and my own education
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Originally posted by hoppergrass View PostWith regards to the number of GI bounces, many years ago and with an entirly different renderer (and gi calculating methodes) the developers were waxing lyrical about how great and accrate the GI results are because the calculating termination point only happened at 100 bounces.
I did a few tests and found that after 5 bounces there was little to no visual difference to that at 100 bounces and rendered significantly quicker.
I have done a few similar tests, over the years and different versions of Vray, with Vray as well by lowering the number of bounces to see what the differences were. Pretty much came down to the quality and detail in the GI solution dropped significantly but the overall contrast didn't change that much until the numbers came rediculously low (like 1 or 2 bounces). Which leads me to believe that its a lot more complicated than just the number of bounces being clamped to be the reason for the differences between Vray and Corona.
PS my test were fairly informal and not scientificaly conducted with detail analysis, but done more for fun and my own education
So I'm no rocket scientist but I'm guessing if you clamp the GI to a lower value you obviously can't get a ton of lighting info in there even if you do 100000 bounces. If thats true then I guess its pretty useful to have a balanced GI clamp / GI bouncing solution.
I know the above has very little to do with V-Ray but I presume similar principles apply.
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