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Baron Haussmann

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  • #16
    Thanks a lot for all the feedback. Glad you guys like it.

    Suurland: It was all linear.

    Kr0no: I left most of these render overnight over an extended period so it's hard to tell. I would say anywhere between 4 and 8 hours per frame at 3000 pixels wide. Some things (shallow depth of field, curtains...) slow things down a lot.

    AJ Jefferies: I think you'right. The hangers are definitely to scale, but the cloths seem a bit tiny. I'm not happy with them anyway and need to find a better workflow. Problem is, there is pretty much nothing I find more boring to model than clothing. I'm not a fashion guy.
    Check my blog

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    • #17
      Just curious bertrand - you use a combination of greyscale images, spinner amounts and the basic colour amount for your reflections and glossiness - Are your greyscale images normally a full range of black to white or do you colour correct a lot of them to tweak the ramp between values? Just thinking in terms of optimisation. I bought your maisonette and meant to get around to optimising it as a way of testing theories.

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      • #18
        Originally posted by BBB3 View Post
        Suurland: It was all linear.
        How do you manage burnt out areas, I can see a few areas in the rendering that is lit by direct sun, if you are rendering linear then I would assume those would be burned out.

        /Thomas
        www.suurland.com
        www.cg-source.com
        www.hdri-locations.com

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        • #19
          wow.. so nice renders.. specially 1st image! lil translucency in marble at edges.. how did you achieved this? is it post work or a shader?
          Prateek Vishwa
          sigpic
          www.prateekvishwa.com
          https://www.facebook.com/pages/PVDS/161239543925007

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          • #20
            Great work. Materials, modelling and grading are fantastic ! The only thing that really stands out for me are the light spheres above the table. I'm not sure if there would be some kind of glow or flare or maybe even less brightness so you can see some volume...
            Regards

            Steve

            My Portfolio

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            • #21
              Originally posted by suurland View Post
              How do you manage burnt out areas, I can see a few areas in the rendering that is lit by direct sun, if you are rendering linear then I would assume those would be burned out.

              /Thomas
              I am very interested about this too...

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              • #22
                Suurland/Recon: Hard question to answer. I never really have too much problem with burnt-out areas unless I use really extreme lighting. Moving to LWF seems to have solved the burnt-out issue for me, by and large. If I'm working on scenes with hard contrasts and strong sunlight, that may still happen, but saving the images to EXRs with max colour depth generally makes it possible to recover most of the details in the areas that appear clipped, using curves in PShop. You can also do that in the VFB if you don't mind losing a good deal of dynamic range in the final image.
                One thing, though: I almost never use a Vray Sun for the main illumination. HDRIs 99 per cent of the time, also in this series.

                Joconnell: Usually, say for a glossy or refl map, I would load a full-range greyscale bitmap and feed it to a colour correction map, where I can correct the ramp and best modulate the effect depending on what I need. The percentage spinner and the RGB values in the VrayMat settings allow for still finer tweaking, especially in those cases where you want the effect to be subtle - which is pretty much most of the time.

                Prateek: That's a relatively basic SSS2 material, based on the marble preset, but with a lot of greyscale maps added to modulate the SSS effect and, importantly, reflections and glossiness. There is also a VrayDirt map for topology dependent aging. You need quite a bit of direct light at a glancing angle for the full effect to show. The sample renders I did for Turbosquid when I put the fireplace up for sale show a much subtler, barely visible effect, due to the very diffuse lighting in my studio setup.

                Stevesideas: These lamps are probably too weak to generate much bloom (unless you were to use a very poor lens). The problem here, as you point out, is the post-pro, which made them look a lot brighter, flatter and cooler than they were in the original render, where the volume of the lamps was much more readable and the light much weaker and pink/orange.
                Check my blog

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                • #23
                  Great modeling and textures, alwas love the quality of your scenes so rich in detail
                  for my blog and tutorials:
                  www.alfasmyrna.com

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                  • #24
                    Hail to the King!
                    Philippe Steels
                    Pixelab - Blog - Flickr

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                    • #25
                      Originally posted by BBB3 View Post
                      HDRIs 99 per cent of the time, also in this series.
                      Stunning work as usual, Bertrand. I love seeing the interiors staff at work pore over your images months after they first pop-up online sometimes not even knowing they're 3D.

                      Out of interest: Do you use separate dome lights for illumination/reflection and do you use GI override to balance the lighting? Or is it all being produced from a single dome light?
                      James Burrell www.objektiv-j.com
                      Visit my Patreon patreon.com/JamesBurrell

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                      • #26
                        Originally posted by BBB3 View Post

                        Prateek: That's a relatively basic SSS2 material, based on the marble preset, but with a lot of greyscale maps added to modulate the SSS effect and, importantly, reflections and glossiness. There is also a VrayDirt map for topology dependent aging. You need quite a bit of direct light at a glancing angle for the full effect to show. The sample renders I did for Turbosquid when I put the fireplace up for sale show a much subtler, barely visible effect, due to the very diffuse lighting in my studio setup.
                        This is awesome. i see how much study you do to get that realism in your renderings.. though i knew a lil about SSS properties of marble but i never dare to use it. you work is truly inspiring..
                        Prateek Vishwa
                        sigpic
                        www.prateekvishwa.com
                        https://www.facebook.com/pages/PVDS/161239543925007

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