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  • Quickie

    Hi all,

    Just thought I'd share my latest adventure VRay with you all.

    The model was built by the architect, all I had to do was VRay it and Pshop it. Whole process took no more than 7 hours. Should have done it in less but I'm feeling a little relaxed today.

    Anyway, the irradiance map took 10 mins to render @ 1500 x 1000 with IR set to -3,-2. The rendering took 25 mins @ 3000 x 2000 with AA set to -1,2.

    Usual 1 direct light. The settings are pretty standard but I've attached a screen capture anyway. I have to say that VRay worked like a dream on this project. Amazingly, no hassles at all.

    Comments on improvements for future reference are welcome and encouraged.

    Yes, I love VRay too.





    SunnyC
    ivolve studios

  • #2
    Oops!!! Wrong URL

    Here we go:





    SunnyC

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    • #3
      nice work Sunny I thought there might be a bit too much lens distortion, a bit on the fisheye side?oh and how did you go with the AA on that exterior you had to comp?

      Comment


      • #4
        Hi Jay,

        Thanks. I didn't notice the fish-eyeing until you mentioned it. I just matched the view the architect wanted. Now that you've pointed it out, I don't know if I like the image anymore. Damn!!!!

        The AA was killing me on that job. In the end I managed to convince the client to let us off the hook and do another job instead. the rendering was taking 1 hour a frame and it still wasn't clean. Mind you, the model wasn't built to be used in an animation.

        By the way, have you had any luck with Bake 3D? I don't seem to be having much success. Here's another stupid question. Do you find you need to turn your materials right down so they are really dark in the Material Editor? The materials you see in this image look nothing like that in the editor. I'm using HSV already for the colour mapping.

        Sunny

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        • #5
          sorry Sunny, now i wish I haden't pointed that out, I like the image. I haven't had that problem with dark Mat'ls (Except when you use refraction & the IOR is 1) my settings are very similar except for the enviornment I usually have this around 1 and never that high, mabey thats the reason your mat'ls need to be dark to compensate. oh also, I haven't updated to the latest vesion could be the HSV exposure?

          I haven't played around with bake but the next animation I want to use bake to preview the anim. that way the lighting should stay constant & I can see what I'm getting.

          wasn't built to be used in an animation
          was there lots of geomatry to it?

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          • #6
            I must be doing something wrong then. I've always had to set my materials around 40-70% of their orginal brightness. I do turn my sun up though, but I need it high enough for it to look like a bright sunny day.

            I don't think it's got anything to do with HSV. In, I had more troubles using Linear.

            The scene only had 28K poly's. The 2 cars are 20K by themselves on top of that though.

            when are you going to show me that animation of yours?

            Sunny

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            • #7
              the animation is rendering at the moment so I'll send you a small version when I can.

              I'm finding that with daylight pic's I'll play around with light, primary & secondary multipliers, environment mulitplier, colour mapping. Untill I get a good balance. I really don't have any rules to follow as far as the best way to set up the lighing. I first play around with the angle of the direct light, to get the most interesting shadow/light setup I can. Then it's just a balancing act to get the levels right. I would like to develop some rules for the "best" setup.

              I also turn up or down generate/receive GI for some objects. Grass tends to bleed toomuch onto lighter surfaces so that gets turned down. I think that turing down the brightness can be usefull but I'm interested in why you have to turn them down. is it just the bitmap output your playing around with?

              _Jay

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              • #8
                Thats great, I am amazed at how clean it is. I can never get anything to work well with low settings.
                "It's the rebels sir....They're here..."

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                • #9
                  Looks amazing sunny, I really like your materials and lighting. Your color saturation and contrast makes it look very clean but yet still naturally interesting.

                  Great work,
                  --Jon

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                  • #10
                    Thanks guys.

                    I find that an IR setting of -3,-2 usually gets me by fine. It's only when you have really fine elements like a facade full of louvres that I need to go down to -3,-1. It always surprises me how so many people need to go to such high settings.

                    The beige colour in the balconies are just a flat colour. But the white is actually a texture with some variation in it, so that it doesn't look so flat.

                    As mentioned before, for some reason I need to darken my textures heaps. Check out these settings and tell they aren't completely wrong.



                    The colour highlighted in the material editor is the beige colour you see on the balconies. I have played with the levels a little in Photoshop but only slightly.

                    I find that when using Exponential/HSV colour mapping you need to brighten everything up. I thought this would solve my materials problem but unfortunately not. What do you reckon?

                    Sunny.

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                    • #11
                      gee that really is dark. try lowering the environment, sun, & then up the secondary multiplier, maby try decay with the sun.

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                      • #12
                        To get an better representation of what the mat is going to look like at render you need to have the mat editor light multiplier set to 2.5 also?

                        Dosen't work now but I posted this in the wish list a while back, I've always wondered why no one else has mentioned this

                        --Jon

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                        • #13
                          Yep, true, a color exist merely because of the light that falls on it.
                          Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                          • #14
                            When using HSV or exponential, how high does your Direct light get? I used to only set my multiplier up to 1.5-1.7, but it seems to be slowly creeping up with each job I do. This latest render was up to 2.5.

                            SunnyC

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