Originally posted by glorybound
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I need to stop being so busy and set aside some R&D time to dig deeper.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
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Originally posted by glorybound View PostI need to stop being so busy and set aside some R&D time to dig deeper.
It will save you (if it will work as it did for me...) countless hours of frustration and puzzlement.
But you won't ever be able to do it all in one go, so you'll need to set aside some time every so often, to keep abreast of changes in the market as a whole, and simultaneously dig deeper in the stuff which is most relevant to your work.
I won't take responsibility for kids shrunk to 25.5% of their size, though!Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by glorybound View PostI need to stop being so busy and set aside some R&D time to dig deeper.
These explanations have been given to us over and over again over the years.
If we succeed in getting good renders with old and wrong methods it does not prove that things have been done the right way, but only that we are able to make up for our technical deficiencies artistically, and that's fine, until we complain.
On the other hand I believe this is a symptom of how little attention has been paid to inform users towards the correct use of tools in the past.
Most of us carry with a lot of errors of approach, shortcuts and settings of the software that instead of helping us, create fences from which we often fail to get out.
As far as I'm concerned I haven't had any of these problems for years, since I started thinking about my work more as a virtual photographer.
- Use only real high quality hdri for lighting (or sun and sky).
- work on all your materials from scratch, using references, don't use shaders collections ( follow lele's suggestion about albedo vlaues)
- Re-check all the materials of the models you buy.
- Use realistic exposure values
- your render in the vfb without corrections has to look washed-out, to have a good preview of the final render always use a S curve correction o better use a good quality linear lut that simulates camera cc.
Maybe you'll became less productive for a while but it's worth it.Last edited by Grigio18; 29-07-2019, 02:38 AM.
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Originally posted by Grigio18 View Post- Use only real high quality hdri for lighting (or sun and sky).
- work on all your materials from scratch, using references, don't use shaders collections ( follow lele's suggestion about albedo vlaues)
- Re-check all the materials of the models you buy.
- Use realistic exposure values
- your render in the vfb without corrections has to look washed-out, to have a good preview of the final render always use a S curve correction o better use a good quality linear lut that simulates camera cc.
Maybe you'll became less productive for a while but it's worth it.
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Originally posted by Grigio18 View PostThese explanations have been given to us over and over again over the years.
Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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