Breezy Point Cabin

thanks! I am still trying to get my arms around the VRay bloom/glare.

Less sateration




Might be worth halving your bump mapping on the wood and the couch, and trying a render with camera dof just so it’s slightly softened. Seriously good work and again congrats on the progression down through the years.

so you switched from brute force to irradiance? as you mentioned valdo’s tutorial I thought the difference was in the sampling settings.

Keep in mind that SR also changes the global multiplier if I remember correctly so those Imap values look artificically low. Still a great improvement in rendering time though. What SR quality setting did you use?

I used the ‘good settings’. Yes, it does use the global multiplier. I’ll check to see what it is at.[quote=“Ivaylo Katev, post:16, topic:47926, username:Ivaylo_Katev”]
Keep in mind that SR also changes the global multiplier if I remember correctly so those Imap values look artificically low. Still a great improvement in rendering time though. What SR quality setting did you use?
[/quote]

Global subdivs is 13.333

However, when I added DOF it added noise, so I had to increase the settings; I went to ‘very good’. Now, my render times are close to using the Vlado settings.

Interesting. Thanks for sharing. If you have time, what kind of times do you get when using Vlado’s settings with DOF?

How do the vlado settings work with dof? Do they make much of a difference in render time compared to the non dof settings?

In theory, his settings work in such a way that if something changes in the scene later such as more detail being added, or dof being turned on, or motion blur being needed, the quality will still be there with very little need for adjustment. So for example if you use Vlado’s settings with your non dof scene and not the time, then turn on DOF and note the time and quality, the DOF shouldn’t have all that much of a hit on your render time (maybe 10 percent-ish?) and you shouldn’t have a huge amount of noise either. The idea is not to go in and fiddle with individual things in the scene and let the machine resolve to a goo clean result with no surprises.

Here, are some updates. They are still designing it, apparently :slight_smile:

They are a little dark, however, they are insisting that they don’t want lamps or other lighting, except for the kitchen pendants. Everything is balanced, as far as the lighting, so let me know if you think that they are too contrasty.




Bump is too strong and the dof is a bit too heavy but they’re looking like photos. I’m not a huge fan of the hue of blue outside, it’s very Caribbean looking. Be great to get Bertand or Peter or one of the other masters to chime in, you’ve got something really photographic. I think bertrand said in one of this articles on things like lens effects / bloom and glare to put the effect in til you see it, then roughly half it so it’s more subtle and believable.

I did notice that the DOF is a little too strong; I’ll back that off. I remember reading the do it until you see it an back it off, which I try to do.

Yeah, it’s just a case of fuzzying up some of the edges a little bit so they aren’t so clinical. A lot of the compositors I’ve worked with have a trick with cg of resizing a render up to about 101 / 102 percent scale, then resizing it back down to it’s original size which softens the edges a tiny bit too - you’ll never get a real photo or a bit of filmed footage as sharp as a raw render so anything that can help in this regard is worth it.

I’ll give that a try[quote=“glorybound, post:570, topic:44879, username:glorybound”]
Yeah, it’s just a case of fuzzying up some of the edges a little bit so they aren’t so clinical. A lot of the compositors I’ve worked with have a trick with cg of resizing a render up to about 101 / 102 percent scale, then resizing it back down to it’s original size which softens the edges a tiny bit too - you’ll never get a real photo or a bit of filmed footage as sharp as a raw render so anything that can help in this regard is worth it.
[/quote]

I got some good render times, however, I have some GI issues. I tried to fix it in post; hopefully nobody notices.




It’s coming on well.

I think pull some saturation out of the red doors, and timber ceiling. And is that really the view outside? Completely uninterrupted by any vegitation etc? It seems too good to be true, and a little like a painting on the wall tbh.

It’s basically on the shore of Lake Superior. I rendered one of the views out again.

On that last one. Nice and clean, at 4k, rendered in around 3hrs. I even have a slight DOF going in, which was done in V-Ray.

I’m just guessing you used a lot of multitexture, right?
Otherwise, I’d love to see how it would turn out using RT GPU :wink:
I can give it a crack if you’d like

Stan