So guys here is the first project from the collection Below is the description, on the Behance there are also models to download and high-res pictures.
Beautiful Computer Generated Images is a collection of Seven projects, collection of seven Manifests, where every piece is an intersection of Technology and Art. It depicts imaginary places, imaginary objects where every element is arranged to create beautiful Composition and where photorealistic simulations are enriched and elevated by Custom color mapping to craft a piece formed by true Art.
Manifests purpose is to show what I truly consider beautiful, what I am passionate about and what I love. Showing passion in CGI, passion in Composition, passion in Simplicity, Light, custom Colors, passion in bending image within a Purpose, in adjusting piece with an Abstract elements, all elevated by Custom Color Mapping to form something Unseen, something New and very Artistic.
Projects have been developed for 8 months, working solely on the projects, between 2016 and 2017 and are periodically released every three weeks. After all seven have been released, there is going to be a book stitching all the pieces together.
Everything is custom made - from scratch - models, materials.
I welcome to watch the first one.
I. Giant Simplicity
Giant Simplicity is an imaginary living space consisting of three spaces where attention is driven on each elements beauty. It depicts Passion in contrast between Giant, yet Simple. Passion in contrast between materials Rose Gold and Marble. Passion in contrast between simple Rectangular shapes and simple Circular shapes. All images make together whole piece.
Project has been rendered in beautiful Corona rendering engine. Modeling was done in 3Ds Max and sofa in Marvelous Designer, edges deformation with DeformEdges script. Models to download at the bottom. Marble island and bath have both real sub-surface scattering.
Inspiration credits: Chapel street by Cyarchitects, Menu Design, The Watermark Collection, Jon W. Benedict, Living Divani.
Guys thank you so so much for great words pleasure.
sure, have a look at attached pictures - you should be fine with these. I usually use composite alot so the structure looks much more complicated than it actually is. Usually I put a map in composite and then I multiply it with CoronaAO - but I do not reccomend plugging maps inside CoronaAO (like I did) if you are in the reflection or refraction nodes - this is going to kill your render time.
Thank you CiroC. Regarding refraction - I honestly do not remember, images were created quite long time ago. But I am sure I experimented with both and set on refraction because of something haha!
Thank you Tanakov a lot. And thank you for suggestions - I absolutely agree. BG is wierd yes. Regarding “passion” word repeating, I am aware of it. I found really hard time writing the description so that it would express what I wanted, will re-think about that part - EDIT - adjusted.
Thank you guys for all the compliments! wow
agentdark45 - but its mostly because of multiple nodes in composite - like screen, color, multiply, so ist like photoshop in 3ds max, its not really that comlex Thank you.
zuliban - thank you so much for your appreciation.
My main question here is regarding lighting of your scene.
Whenever I see those realistic ‘photographic-like’ renderings, their creators says that the lighting was really simple, maybe Corona sun or HDRI with some tweaks, but I can never achieve the same look no matter what I try (even if I copy the settings).
Could you share your approach when it comes to lighting, and maybe your settings?
Thank you husherson2! Well regarding your question - you opened a huge topic here. Simple lighting is always the best IMHO - even from this project I think its quite obvious I believe in simplicity. Though - not every shot has simple lighting here - the sofa shot has quite complex lighting scheme - including/excluding objects from some lights (you can see sofa is “separated” from the floor). Though lets talk about simply lit - photography-like renderings. The main goal here is NOT to obey settings, but obey your EYES - whatever looks good - keep it, even if the settings are whatever. Settings are here for us to control - not them to control us. The attached bath rendering is the simplest in terms of lighting and settings from all the others - its lit by one HDRI with tuned saturation and gamma (usual approach) and then there are attached settings of color mapping - totally crazy uh? These settings are not here to be copied - they worked for me here, and might not work in any other scene - but the idea is crucial, what you see with your eyes is important - not settings.
Then, it really matters what “talent” you have in your eyes - you can be good at materials, at concept? maybe in artistic lighting - but to make the picture whole, you need all aspects to somehow work together. So for lighting - and all other aspects actually - if you make something, and dont like it - redo it - relight. Some shots here were relighted like 5 times. Regarding lighting itself - I usually have some idea in my head of how I would imagine it to be lit - and try it. If its not working, I try different HDRIs (my favourites) and then maybe rectangular lights - just watch what happens, and stop where I like it - a very basic usual approach.
Also then - here are aspects I usually find very important - if you do not have these right, your picture is going to look bad, even if everything else is okay:
Background in the windows / or overally background - it really needs to be the right lighting orientation, contrast and brightness - if its not, it breas everything
I think many renderings are good in terms of contrast and lighting, but what breakes them is saturation distribution - try to desaturate the image - or some elements - one by one - and you can find something that really breaks everything - or has a wierd saturation distribution.
A very important property of the rendering guy is to judge the textures - and be able to throw something away that is just not right.
And of course - some LUT can help the photographic lighting.
There is much more to say here - feel free to ask - and you can also meanwhile check the reading from Bertrand Benoit regarding photographic approach - ita really good The photographic look.
Thank you!
Thank you Marciuz.
Regarding walls material - see attached material - pretty basic - diffuse+reflections, some bump however there are quite many CoronaAOs - I placed CoronaAOs everywhere as I wanted to add extradetails. There is quite a lot of reflection - probably overkill but it worked here just okay.
Regarding structure - wall were planar surfaces but I used Deformed Edges script (http://www.scriptspot.com/3ds-max/scripts/deformed-edges) againt to add extradetails and uneven structure (again, overkilled probabaly)
I agree completely with you. Most of my renders I try to keep it simple, which for me means using Corona Sun+Sky, that always seemed to give great results to me.
But when it comes to HDRI, my mind just crashes.
When you say “one HDRI with tuned saturation and gamma (usual approach)” I do understand that you change the output of the HDRI. What I cant understand are those settings, what they cause when I change them (the image is just to illustrate). I mean, how can I create soft shadows with an HDRI for example? With corona sun this is so easy to achieve/understand.
Anyways, big help so far from you. Great to learn from such talented artist.
Nice to re-read Bertrand with more knowledge now - had totally forgot about this text.