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  • first photon map rendering

    and another bathroom ...
    thanx to metroberlin for help and patience

    its still far from what i wanted to reach but iam learning ...
    3 vray lights (1500/1500/2000 div subdivs) and a freedirect light which causes the scene to crash when trying to turn over 2500 subdiv ...



    odina

  • #2
    How many subdivs????
    What was the render time????

    btw: nice image and mood!

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    • #3

      pretty cool, nice design of a bit of rubadubscrub

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      • #4
        The image looks nice, maybe a bit too dark, but cant you just take away that column in the window? I know that this opinion has nothing to do with vray, but rather with architecture. Hyperminimalistic

        Andras

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        • #5
          hey you guys, thank you

          i used that many subdiv. cause i had many problems with dirty edges and some white splotches ...
          this also means some higher rendertimes of course but optimizing is always the second step i think...

          well hyperminimalistic sounds good ...
          i was thinking about that column because it seems to be too bright litted(?)
          so i have to think about deleting it cause this would mean to kill a chance for a nice shadowed corner as a main point of the pic...


          odina

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          • #6
            wait a minute
            did you mean 1500 or 15.000 ?

            1500 is not that many, GoncaloP used more about 10.000 and 6.000?

            i also use about 4k-5k for the direct sun light
            and 1k-2k for every skylight

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            • #7
              its not that many photons for each light, right, but the map was 500mb (950mb in vraylog) which already needed some ram to calcukate...

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              • #8
                15.000 is far too much. 1500-3500 for skylight and 2500-5000 for direct.

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                • #9
                  Bounce was then pretty high?

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                  • #10
                    yes (i love this one)...

                    right now i am using 5 bounces (2 retrace) trying to kill the blue colorbleeding from the floor...

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                    • #11
                      BOTH bounce paramater MUST be the SAME !!!

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                      • #12
                        hi.... very nice and... realistic image...
                        could you tell us something about your floor material - there are glossy reflections on it, aren't there... but how did you do to have it only on your connections... maybe you could post your "mat" file so we can see this material's settings.....
                        once again... bravo and keep going...

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                        • #13
                          Very nice

                          Very nice

                          But for the bleeding u could render the solution (photon+irrad) with a brighter blue floor to get always a minimum blu bleeding and than reload the solution and correct the floor with this one (that u have in this render) and the bleeding will be the first of first material!!

                          I don't know if there is a better method for this problem but for me this work fine


                          Congratulations anyway for the render

                          I like it very much
                          Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

                          https://www.facebook.com/essetreddi..../photos_albums

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                          • #14
                            oh it seems that i turned off watching this topic somehow
                            sorry for my late reply...thank you for motivation and compliments!!!
                            @silkcut: its a simple inverted bump map
                            @pengo: yes thats what i tried (not with a brighter but with a less saturated pic)
                            untill i found out its the hdri which causes the blue colour and by trying to eleminate it (with a mix mat or with overwriting it in the environment settings ) i found out that this would kill most of the atmosphere...


                            i rendered a small and dirty animation (don't ask me for rendertimes- because of all the glossy reflections far to high...)
                            http://www.artsinteractive.de/boffibad.avi

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