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  • CryoCenter

    Hi all,

    this is a project that I am working on. I am still not quite satisfied with the result. Original renders are a bit dark but when I raise GI multiplier, the image behind the windows gets washed out. Without the image there would be more light inside because it blocks GI light but unfortunately V-Ray can?t make object invisible to GI but visible to camera at the same time. I had to raise brightness/contrast in Photoshop but some bright areas got washed out.

    The scene has about 2M polygons. Everything was modeled by me in Rhino.

    I welcome any ideas about how to make those rendering better. Thank you!

    BTW in CryoCenter there?s some spa procedure that they freeze you to about -150?C for one minute... this is freaky




























  • #2
    CryoCenter

    AMAZING!

    these are really great.

    Could you tell us some more about your settings and light setup? I am especially interrested in the color mutipliers you used. Have you used a lot of PS in these?

    great work...

    Andy

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    • #3
      CryoCenter

      Thanks, vcube!

      The scene is quite boring. One directional light and object with panoramatic photo-texture outside the building:




      Below are my presets. I work by "trial and error" method and I have no idea what most parameters mean but I am here to render nice pictures and not to make degree in math and physics, right?


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      • #4
        CryoCenter

        Dang. Thanks for all those screen shots.
        Very helpful.

        What multiplier do you have your Directional Light set to?

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        • #5
          CryoCenter

          great stuff! Lots of very detailed, nice modeling as well as great rendering. Particularly like your wood flooring, not too shiny and good mapping. The screen shots of the setup are very helpful as well.

          One question: Why do you need to exercise if you are going to get frozen?

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          • #6
            CryoCenter

            WOW. Great work.

            Little suggestion: I have the feeling, the grips of the machines looks to deep black. Also, if I copy your image and adjust the gradiation (german photoshop) curve per Ctrl-M, I get a brighter image withour burnout.

            How long did you work on a project like this? Has you modeled the fitness machines too? I try to get a feeling, how long a arch project need. I would say: a week or more.

            -Micha
            www.simulacrum.de - visualization for designer and architects

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            • #7
              CryoCenter

              bdcali: light multiplier is 0.8, slightly yellowish color (RGB = 255,254,244)

              FOG Lite: yep, modeling is the key. It may not be visible in those lowres renders but many surfaces have beveled edges (I had to use Rhino 4 for that task). But I usually render at A3 300dpi where all details pop up. Hardwood floor is take from got3d.com. Very nice and huge textures - 2000 x 2000 pixels. Unfortunately I had to halve texture resolution otherwise the texture wouldn?t render or V-Ray would crash so I lost some details. The floor is in fact shiny like dog?s balls, reflection = 80,80,80 but it?s rather blurry (Reflection Glosiness = 0.75) and high quality (Subdivs = 32). This is one of reasons why my renders take a long time. I heavily use blurry reflections. So it?s nice trick for wooden floors - make it very reflective, add blurriness and raise Subdivs otherwise it will be too much grainy.

              Micha: this project took me about one month to finish but it?s very hard to tell. Architects were still changing it on the fly and they also changed materials and geometry when they saw WIP renderings. If I get finished documentation with all material descriptions and details, I would do it in one or two weeks.

              Yep. I modeled everything including fitness machines. Thanks for your Photoshop tip. You are right, grips are too black. Maybe I?ll add a bit of blurry reflection.

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              • #8
                CryoCenter

                @ Pif : interresting setup, did you use the "hand made" reflection cylinder segment to be more able to control what is actually reflected? I always use my maps in the enviroment texture slot, although i have to admitt I am never quite sure how the map is oriented...

                Did you use these high enviroment multipliers to compensate for the light blocked by your reflection geomertry?

                When you refered to the "dog`s balls shininess" on the floor I guess you meant the turquoise floor not the wooden one, right?

                Your settings are really interesting especially the absence of splotches in conjunction with not so high settings, i wonder if your relatively big sample size for the lightcache might be the key...

                You could probably get a huge Speed gain by checking the button "use for glossy rays" under light cache parameters, could be that this makes it necessary to raise some parameters of the lightcache to keep the glossy stuff high quality.

                I think i should have a second look at my got 3D collection, i always thought the wooden floors where crap but seeing your stuff I guess they are not...

                best regards

                Andy

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                • #9
                  CryoCenter

                  vcube: yes, cylinder is handmade. I never rely on automatically mapped environment slot because I can?t control it. When it?s physical geometry, I can move it so that there?s always nice view from the window no matter how funky your camera position and rotation is. Of course you have to put your map into Emissive layer so it?s not affected by lighting.

                  Yep, multiplier is high mainly to compensate blocked GI (I had to put my cylinder far from the building because it blocked also Sun).

                  No, I really ment wooden floor. This is nice trick. High reflection + high blurriness = good floor

                  I have really no idea about the settings. I rendered some simple cans on a plane in real world units, I set similar settings as in CryoCenter (relatively high, IM -5 -2, LC 1500) and I got terrible 1cm big splotches. Maybe I should study v-ray user guide but I have no time

                  BTW I always model in real world units, the building was originally modeled in milimeters but I had to scale it down by factor 0.1 to centimetres because RCM texture controls can?t address bigger numbers than 1000 and i wanted my floor texture to be 3000 mm long... so now it?s 300 cm.

                  Thanks for "glossy rays" tip, I will try it.

                  Yeah, the texture may look like a crap in Photoshop but as soon as you put it in real environment and add reflections and stuff, it looks much, much better.

                  And I forgot to mention that I used another map in reflection channel to exclude dark gaps between wooden floor planks from reflection - only wood planks reflect ther light, not the gap between them. This way it looks much more natural, otherwise it would look like it?s covered by ice.

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                  • #10
                    CryoCenter

                    BTW I always model in real world units, the building was originally modeled in milimeters but I had to scale it down by factor 0.1 to centimetres because RCM texture controls can?t address bigger numbers than 1000 and i wanted my floor texture to be 3000 mm long... so now it?s 300 cm.
                    If you enable "show mapping" than you can manual scale the widget at a bigger size than 1000.
                    www.simulacrum.de - visualization for designer and architects

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                    • #11
                      CryoCenter

                      WOW, every day I learn something new :P Thanks Micha!

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                      • #12
                        CryoCenter

                        In this case I would wish you must not learn it.
                        www.simulacrum.de - visualization for designer and architects

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                        • #13
                          CryoCenter

                          Pif,
                          Beautiful, and I cannot thank you enough for posting all of your settings, including the screen shots of the render dialog. I am just beginning to play with V-Ray and found that dialog SOOOOOO helpful. Loved the info on floor information too.
                          If you would not mind me being a bother, would you perhaps publish your information on your glass material? This is the first time (other than playing with Maxwell) that I have worked with a rendering engine as robust as V-Ray, and am finding materials a bit daunting. I would love to see the settings so that I might "reverse engineer" the process.
                          Thanks again for the beautiful images.
                          Bob

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                          • #14
                            CryoCenter

                            Congratulations, Wuauuu

                            Obrigado, Pif (thanks) for sharing your images and settings :P

                            Hasta...
                            ttp://www.cg3dreams.pt.to
                            <br />http://www.cg3dreams.deviantart.com

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                            • #15
                              CryoCenter

                              You are welcome guys :P

                              Next month I will model and render some villas and I hope that I?ll improve my skills a bit. Of course I will post results and settings. I learned a lot from official V-Ray for MAX group so I am happy to help others as well

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