Announcement

Collapse
No announcement yet.

Helldoor's Test Field | Interior

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #46
    Thanks for the input!

    @ Grigio, is this a rendering of yours? If so, could you tell how you become such a nice natural lighting and colours? It's bright and sunny, but not washed out - that's awsome! Your floor texture also looks way very realsitic - although bump and disp seem pretty low set - am I right?
    As for the BF + LC setup - I'll test it tonight!
    @ Micha, I'll try that. But why the guy in the back?
    Last edited by Helldoor; 29-03-2017, 09:19 AM.
    Helldoor Visual Studio

    Comment


    • #47
      I thought you spoke about him, but I see, you mean the area around him. So, the disabled IM is an option that could kept in mind and tested.

      You could try the Aerial env feature, maybe it breaks black in the background and fills the room.
      www.simulacrum.de ... visualization for designer and architects

      Comment


      • #48
        I am lighting the scene with my hdr image, you find it on my website, it's free: www.grigio18.it

        Then it's just a little tweaking with the vfb options, curves, color correction, burn, contrast, lut, etc...

        Comment


        • #49
          Originally posted by Micha View Post
          You could try the Aerial env feature, maybe it breaks black in the background and fills the room.
          Cool idea. Never thought of using Aerial Perspective as a kind of interior distance fog...

          Originally posted by Grigio18 View Post
          I am lighting the scene with my hdr image, you find it on my website, it's free: www.grigio18.it
          Cool page and portfolio, thanks for the link. For my scene, I also began with a Dome Light, but - if you take a look at the original fotos (page 1), you'll see, that light streames pretty uniform from all the windows, regardless of which side of the house they're on. Using my HDRIs (even the cloudy ones), there was always a 'main' light source side and not enough light streamed through the windows of the opposite sides. So, to solve this issue, I now work with a GI Skylight, multiplied by 9...
          Helldoor Visual Studio

          Comment


          • #50
            @Helldoor: I not tested it yet. I#m curious how it works.
            @Grigio: Thank you for sharing the HDRI. Looks great for interior shots. You are shooting HDRI by yourself? If yes, I have an idea - if you like you could try to shot an environment in a few meters height. This kind of HDRI are nearly not available, but could be very useful for interior rendering where the interior is in the first floor or higher. Could be shot from a something like a VW Bus roof or a garage or ... .
            www.simulacrum.de ... visualization for designer and architects

            Comment


            • #51
              So, I rendered last night using Grigio's settings. The render time is now more than halved (still a lot, compared to IM+LC), the outcome however - pretty noisy.

              Click image for larger version

Name:	170330_BF+LC Grigio A.jpg
Views:	1
Size:	472.2 KB
ID:	867263 | Brute Force (primary) + Light Cache (secondary) [1600 x 1130 | Noise: 0,02 | AA: 1,5 Lanczos | LC: Subdivs: 3000 / Sample: 0,01 / Retrace: 8] : 03:32 h

              I didn't find, where to put the Min/Max Samples parameter in the V-Ray 3.4 beta...
              Also, what Standard Camera setting did you use, Grigio? I use these currently: Sensitivity: 6000 / F Number: 8 / Shutter Speed: 60.
              Last edited by Helldoor; 29-03-2017, 11:53 PM.
              Helldoor Visual Studio

              Comment


              • #52
                You did't use the denoiser. Seems to be a must for BF.

                The tables looks to non reflective. I would try to get a waxed look on it. Under this flat view angle there should be some reflections visible.

                For you textiles - are you using a fresnel effect or fallof for a better cloth look? If not, add a diffuse layer at the top of the material: grey color and transprancey with fallof->fresnel (if it looks worng enable "invert"). You should get a soft look.
                www.simulacrum.de ... visualization for designer and architects

                Comment


                • #53
                  Sorry, I meant Max Subdiv...

                  is this image the denoised render element?

                  Camera settings really depends on the light in the scene,just try to expose correctly, with no strong highlights and no ultra dark areas.

                  try the new method, ev value, for the interior.
                  with my hdr for the last render I 11 ev.

                  Comment


                  • #54
                    @ Micha: Objection! =] Denoiser was on - Custom, Strenght: 1, Radius: 5 .. but maybe I have to use a stronger denoiser here.
                    As for the reflections - I, personally, prefer matt materials, but I guess glossier ones look better, more realistic in visus...
                    And the curtain material is on of the implemented in the new V-Ray material library. I'll try, what you suggested.

                    @ Grigio: I'll donwlaod your HDRI and try it out.
                    Helldoor Visual Studio

                    Comment


                    • #55
                      @helldoor, after you activate the denoiser, you will find the denoiser render pass in addition to RGB and to 'alpha,select it in the dropdown menu in the upper left of the vfb and save.

                      Comment


                      • #56
                        Originally posted by Grigio18 View Post
                        @helldoor, after you activate the denoiser, you will find the denoiser render pass in addition to RGB and to 'alpha,select it in the dropdown menu in the upper left of the vfb and save.
                        And after that apply in PS?
                        Helldoor Visual Studio

                        Comment


                        • #57
                          No, the denoiser render element in simply the final pass.

                          Comment


                          • #58
                            Originally posted by Grigio18 View Post
                            No, the denoiser render element in simply the final pass.
                            Oh, I see. So using Denoiser, one should use the Denoiser Channel as a 'Final Rendering'. So here it is:

                            Click image for larger version

Name:	170330_BF+LC Grigio B Denoiser Pass.Denoiser.jpg
Views:	1
Size:	483.4 KB
ID:	867265 | DENOISER CHANNEL | Brute Force (primary) + Light Cache (secondary) [1600 x 1130 | Noise: 0,02 | AA: 1,5 Lanczos | LC: Subdivs: 3000 / Sample: 0,01 / Retrace: 8] : 03:32 h
                            Last edited by Helldoor; 30-03-2017, 01:56 AM.
                            Helldoor Visual Studio

                            Comment


                            • #59
                              Denoised version looks good.

                              Here a screenshot of a typical cloth material, I changed the grey color to green so that you better can see the cloth effect.
                              Attached Files
                              www.simulacrum.de ... visualization for designer and architects

                              Comment


                              • #60
                                Originally posted by Micha View Post
                                Denoised version looks good.

                                Here a screenshot of a typical cloth material, I changed the grey color to green so that you better can see the cloth effect.
                                But wouldn't you use a 2sided for curtain for the transparency? In my experience, foliage (tree leaves especially) and curtians always had to be assigned with a 2Sided.
                                Helldoor Visual Studio

                                Comment

                                Working...
                                X