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  • #16
    Here is an update. I'm trying right now to focus only on the daylight coming in and I'm still not happy with it.

    Another thing I continue to deal with is that when I compute my IR map and light map, I have the glass turned off and have reflections/refractions switched off. Then when I turn them back on to render the final image, it always gives really bad results as you can see in the mirror on the left, the back painted glass wall, and the glass entry. Its all blotchy and not reflecting as it should.

    I am using the IR map for the primary, and the light map for secondary.

    Any tips would be appreciated.

    Tim Nelson
    timnelson3d.com

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    • #17
      still lots of things to do, mate
      for example you should get rid of these horrible wood-textures.
      evermotion-forums had some nice woodshaders in their free stuff section. they are nice.
      then you should refine your hsv-settings, some shadows are much too dark.
      and if you allign to the exterior your room is MUCH too dark at all. the overshootings at your ceiling (or these weird constructure there) is also unwell. and your glass material reflects TOO heavy, try using a falloff map in your reflection slot. your glass is almost a mirror, just a bit transparent.

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      • #18
        Thanks very much for the tips yage. I will try those in the next round.

        Here are a couple more shots. This time I calculated the IR map with reflections/refractions on and it seemed to help a lot. Although I did still leave the glass layer turned off. On of these is rendered with the front glass & one rendered without.

        I know the outside envioron. is bad on many levels, but I'll keep working on it.



        Tim Nelson
        timnelson3d.com

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        • #19
          Oh and as far as the wood - its not my favorite either. Its supposed to be zebrawood which has a very heavy, dark grain to it. It will probably look better w/ higher AA settings....maybe.
          Tim Nelson
          timnelson3d.com

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          • #20
            what the hell has happened with the background? it looks crap.
            and still the balance between light, shadows and materials is not reached.
            and remember my tips in the next round =)

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            • #21
              Maybe I'm wrong........

              But I think u have to try to the previous version to get better results with glass refraction on this version
              If I'm not wrong I remember a very boring problem of refraction only from the 1.45.20 version and until now 1.45.70 it seems not works good as I ear from this version users

              try with the 1.09.03 r or n

              bye

              I hope to see the last version good work until now the only problem I think is the glass realism
              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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              • #22
                I wouldn't mind going back to 1.09 especially since now I have 2 computers.

                The only things holding me back so far is:

                1) i haven't installed much on anything on the new system yet.

                2) i love using a lot of the new features of 1.45, especially the light map.

                I dunno though. If I get my network set up and working ok, I might give it a shot. Sux though because I have these 2 renderings that are due in just a couple of days. So I'll probably just deal with rendering on my old system until I get them done, and then make the move aftwerwords.
                Tim Nelson
                timnelson3d.com

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                • #23
                  hi

                  as a last minute solution, i would try putting the background in photoshop. Saving the render as png, 24 bits, alpha channel checked to get the glass transparency, and then just add the background in photoshop so you can adjust the image brightness to your needs. Or you could also render a mask of the glass so you can select it and tweak it in photoshop.

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                  • #24
                    Originally posted by archprog
                    hi

                    as a last minute solution, i would try putting the background in photoshop. Saving the render as png, 24 bits, alpha channel checked to get the glass transparency, and then just add the background in photoshop so you can adjust the image brightness to your needs. Or you could also render a mask of the glass so you can select it and tweak it in photoshop.
                    Thanks for the ideas. I think this will definitely come into play in the end. I have psd manager too, so that will also be very useful when I get my final render done.
                    Tim Nelson
                    timnelson3d.com

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                    • #25
                      Here is what the second view is starting to look like. Its looking in the opposite direction as the first view. I still have a long way to go on the lighting. This IR map was computed at 400 wide at low setting, and then re-used at 800 wide. Thats probably why I got so many red splotches. But 4 hours! This is getting bad.

                      How much difference in quality does it make on Vray lights when you check or uncheck 'store with irradience map'? I unchecked it and while shadows seemed to improve, it made rendering times even that much higher.

                      Tim Nelson
                      timnelson3d.com

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                      • #26
                        Ok everyone, time to put this one to rest. I was getting so tired & frustrated with the daylight & glass that I finally said 'screw it' and just went for the night shot. Lucky me the client didn't care which I did. Plus I suddenly had a very tight deadline. I think they turned out better with this lighting anyways.

                        I was still having nightmares with red splotches all over the place. I knew it was something in the IR map, but didn't have time to pin it down. In the end, I found that using lightmap for 1st bounce & QMC for 2nd worked well enough for me. And it was so much faster too. Each of these rendered at 1800 wide in around 3 hours, which I was really happy with. Shadow details could have been better, but I was simply out of time.





                        p.s I know there is no reflection of the person in the second image, but what can i say?
                        Tim Nelson
                        timnelson3d.com

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