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WIP interior - surrounding for Ecovasc commercial

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  • #16
    Nice lighting and nice interior. I think DOF looks wrong but maybe that is my eye.
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    • #17
      thanks for your suggestions horoXhoro.

      the frame is 7cm thick....which makes the part with tha sliding door 14 cm wide...there are many ways how to consctruct sliding door, maybe this one is not the most wise one i will look into that (client is happy with it though)...i can see your point here though! thanks

      the chair size is fine, so ar ethe sizes of all the items in the room (ive doen that with almost mm precision )))) )

      leather chair floating....ill have a look, maybe bring it down a bit, but it should be stitting on the floor (the floorboards are tilted a bit so that might cause the floating gaps here and there)

      i am not too big fan of AO in interiors

      the floor is a multitexture material with 10-12 (cant recall) textures of wood planks, with random gamma, the same maps were used to do reflections and bumps (using color correction in max)

      carpet is vray fur, you need to make the polys on the model the same size, otherwise it will spread the fur strands odly....after that its just a little tweaking
      Martin
      http://www.pixelbox.cz

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      • #18
        Thanks Pixela, yes the DOF is wrong co si have played with the DOF ZDepth gamma in post ))
        i also setup the DOF distances all the way from the camera origin to the end of the garden...just wanted to have a range to play with DOF PRO.

        I will work with the DOF more properly for the final images

        Best Regards
        Martin
        http://www.pixelbox.cz

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        • #19
          If you turn off AntiAlias in your Z Depth pass you have to render it in double resolution to avoid ugly looking edges.
          Reflect, repent and reboot.
          Order shall return.

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          • #20
            tammo:
            when using double resolution ZDepth map....do you use it as it is or do you resize it to match the RGB channel?
            Martin
            http://www.pixelbox.cz

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            • #21
              It depends on your compositing app.
              If it's node based you can use the highres Z Channel directly as an input for the ZDepth node.

              In aftereffects i had to pre-compose the RGB channel, double the resolution of the precomp and scale the RGB channel inside to 200%
              Then you can could add the ZDepth effect using the large ZDepth Channel to that precomp in your main composition and scale the precomp down 50%.

              Maybe there is a better way to do that because it gets pretty slow.
              Reflect, repent and reboot.
              Order shall return.

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              • #22
                thanks for explanation!
                Martin
                http://www.pixelbox.cz

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                • #23
                  there is another possibility with DOF that Richard Rosenmann suggests...the following text is quoted form his website www.dofpro.com

                  "One common issue with all DOF postprocessors is that whenever you have a blurred edge in front of something, there is missing information about that image behind the edge which has to be reconstructed somehow. Since this missing information cannot be reliably extrapolated, an alternative is to reduce the artefacts produced by softening the visibly hard edges resulting from the depth map. This can be achieved by applying the same DOF PRO processing to the depth map for use with the image in question. This will effectively minimize and/or eliminate most visible artefacts without having to rely on image extrapolation and/or reconstruction."

                  as soon as i get back to rendering the scene again with new DOF and cams, i will be trying this so ill post some results here
                  Last edited by PIXELBOX_SRO; 05-05-2010, 02:41 AM. Reason: misspelled word
                  Martin
                  http://www.pixelbox.cz

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                  • #24
                    here is the final for the printed advertisement...the more empty areas in the interior are made on purpose as they will be covered by text and images.
                    i have used Richard Rosenmanns technique to fight the DOF artefacts...must say it helped a LOT!!!



                    Best Regards
                    Last edited by PIXELBOX_SRO; 09-05-2010, 09:24 AM. Reason: image size
                    Martin
                    http://www.pixelbox.cz

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                    • #25
                      btw ...sorry for the size guys, just wanted you to see the DOF artifacts heavily reduced.
                      the image is a bit compressed too so it would fit under the 1MB size
                      Martin
                      http://www.pixelbox.cz

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                      • #26
                        Martin
                        http://www.pixelbox.cz


                        2 things that i really miss in vray for this project are:
                        * not aliased Z buffer pass - as you can see there are errors in the DOF done in post in DOF PRO
                        Hi Martin,


                        Thought the same about the Z-depth buffer at first but VRAY can do it properly.......you just have to set it up properly.

                        Have a look at my previous post on how to get a correct Z-Depth pass

                        See below

                        http://www.chaosgroup.com/forums/vbu...-depth-buffer.


                        Cheers

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                        • #27
                          3DMK:
                          yep i ve read through your post prior to following Richards suggestion...however...no-aliased Zdepths channel pixels do not match with the aliased RGB pass so you still get some artifacts.
                          so the best procedure now is to follow the steps as you have suggested and the apply what Richard suggested )))....with these two way being applied together, one can get a really good DOF solution.
                          Martin
                          http://www.pixelbox.cz

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                          • #28
                            wow! nice realism. For the DOF you can also try lenscare and see if it gets any better. It was used on this amazing short by Alex Roman: the third and the seventh
                            I have never seen a better dof.

                            __________________________________________
                            www.strob.net

                            Explosion & smoke I did with PhoenixFD
                            Little Antman
                            See Iron Baby and other of my models on Turbosquid!
                            Some RnD involving PhoenixFD

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                            • #29
                              Thanks Jstrob, yes Alexes DOF is absolutely amazing but i think thats mostly because its so masterfully setup i think the hardest part is to define the range of the Zdepht channel (start and end)
                              Martin
                              http://www.pixelbox.cz

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                              • #30
                                Ahoj Martine,
                                good obrázky, jen souhlasím, že DOF by tak velký nebyl, resp. vpředu by byl vidět, ale vzadu u zdi už ne. Ale jinak kvalitní práce.
                                Mimochodem, nasvícení máš pouze pomocí HDRI, nebo i pomocí VRay Sun nebo něčeho? Po dlouhé době koukám do The Complete Guide a jak tam ukazuje Dome Light s HDRI, tak tam má i velmi kvalitní ostrý stín jen od HDRI. Tak jestli stále používáš dome se Sun nebo už jen pouze HDRI.
                                Jo a ten kobereček je přes VRay Fur?
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