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    I read this excellent forum since months. This is a project of bar restaurant "Prunier", French caviar in Paris.















    http://www.3dinside.fr/images/chaos/cimaise.pdf

    No problem to calculate the images in 1024x768; but I got plenty of overbright warnings in 4960x3500. I use only vray materials, no pure white reflexion or refraction. My settings are Irrmap + LC for low resolutions, and Irrmap + QMC for Highres renders.
    Any idea ? Critics and comments welcome

    Julien.
    3dinside.fr

  • #2
    Hello KruL,

    Good work pehaps your light are too bright on the "plafond"

    ça fait plaisir de te voir ici

    Vincent
    Architecture & design Sàrl
    global solution for architecture
    www.architecture-design.ch

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    • #3
      good works , i think that on the first image the sceiling is burn with light.
      on the other images the bar gets too much light.
      other then that there are holes in the sciling which i suppose ment to hold spots in them , if so we should see them.
      nice mat on that purple glass.
      Gili
      http://www.3dvision.co.il

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      • #4
        Thanks for the comments.
        The holes in the ceiling are supposed to hold very small optical fibre (I hope it's the correct translation) but unfortunately, the customer want to see those holes. I had problem to get the correct contrast and luminosity, I think the floor absorb too much GI.
        Any tips on my overbright warning problems on high res renders ?

        Julien.

        Salut Vince !
        Merci de ton message ; ça fait bien longtemps que je lis ce forum, mais poster est dur ici, vu le très haut niveau !
        Je t'envoie un pm, j'ai noté un petit truc sur ton site.

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        • #5
          Hey it's time for new poster hehe.
          Welcome, good work.
          I agree with Gilicom, ceiling is burning and you have a pbl with the contrast in the image(too strong and dark is too dark).Wich kind of colormapping you used?
          Perhaps it may be some issue with exp colormapping in this scene and you can also try to decrease the emited GI from your ground object with the Vray propriety.

          Et un français de plus un! hehe plutôt cool !
          =:-/
          Laurent

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          • #6
            Yop lots of "1st post" these days
            I will try to decrease the emited GI from the ground, I'm currently waiting for the first hires perspective to be finished on my brand new bi-proc station

            Colormapping is exponential with dark multiplier 5, and bright multiplier 3.5
            I suspect the glasses to generate those overbright problems.

            thanks fot the tips

            julien.

            vince est suisse je crois, et moi je suis auvergnat pure souche
            j'en profite pour dire que j'aime beaucoup vos rendus à tous les 2 (laurent et vince), toujours sources d'inspiration pour moi.

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            • #7
              your right about the floor absorbing too much however i created a technique to get around that. ill post up a proper tutorial today however i did describe its process in render theory once. the floor is absorbing so much it almost looks like there is no GI at all

              ---------------------------------------------------
              MSN addresses are not for newbies or warez users to contact the pros and bug them with
              stupid questions the forum can answer.

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              • #8
                I tried to get irradiance map without the ground object texture and then render with the texture on, with the precalculated irrmap. but with this method, something is wrong in the blurry reflections (too clear).
                I wonder why there is no overbright warnings on 1024px renders, and loads of them on 4960px renders...

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                • #9
                  http://www.elfpro3d.com
                  and goto the tutorial section.

                  ---------------------------------------------------
                  MSN addresses are not for newbies or warez users to contact the pros and bug them with
                  stupid questions the forum can answer.

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                  • #10
                    Thanks da_elf !!! That's a nice tip, I'll go experiment !!

                    julien.

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                    • #11
                      da elf, just looking through your tutorial and you have visable to GI uncheck but recieve GI checked. Shouldnt visable to GI be checked otherwise with wont recieve the visable GI from the scene?
                      Chris Jackson
                      Shiftmedia
                      www.shiftmedia.sydney

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                      • #12
                        it will get gi from the scene it just wont interupt GI from going through to the hidden floor

                        ---------------------------------------------------
                        MSN addresses are not for newbies or warez users to contact the pros and bug them with
                        stupid questions the forum can answer.

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                        • #13
                          trust me. i went through alot of options to get this working hehe



                          back left all on, back right recieve GI off visable to GI on, front recieve gi on, visable to gi off. visable to gi doesnt mean if it recieving GI, there is an option to it. it means if its going to affect the gi's path (block it)

                          ---------------------------------------------------
                          MSN addresses are not for newbies or warez users to contact the pros and bug them with
                          stupid questions the forum can answer.

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                          • #14
                            ah! nice work.... nice teapots too
                            Chris Jackson
                            Shiftmedia
                            www.shiftmedia.sydney

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                            • #15
                              updates with da_elf technique for GI ground... these are the finals renders, since my customer is happy with them
                              I finally rendered 2 images : one with the dinner set (with splotches on the ceiling), and one without the dinner set (no splotches) and composit them.

                              critiques and comment welcome.



                              HIGH : http://www.3dinside.fr/images/chaos/final/vue1.jpg




                              HIGH : http://www.3dinside.fr/images/chaos/final/vue2.jpg




                              HIGH : http://www.3dinside.fr/images/chaos/final/frigo.jpg




                              HIGH : http://www.3dinside.fr/images/chaos/final/trio.jpg




                              HIGH : http://www.3dinside.fr/images/chaos/final/trio2.jpg

                              julien.

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