This time I bring a little bit of sound. Stuff you can see below is made for audiophile fullrange speaker manufacturer Cube Audio (https://www.cubeaudio.eu).
I had the opportunity to work with real speakers and photos as reference, speaker’s code name is F10 NEO. Currently I’m working on loudspeaker setup (more to come in near future).
Made in 3dsmax and corona 3.0 (obviously) + little bit of Arion FX and affinity photo.
It’s pretty simple method (not the fastest one) but allows me to use quad chamfer without any distortions. I prefer this one to boolean operations, especially with more complex objects. Booleans sometimes behave unpredictably for my taste.
really good work. just imagine if this was done with Fstorm, you wouldn’t be able to tell if it was CGI or reality. what is it about Fstorm that makes light look so real I have no idea. (maybe Juraj could give his two cents about that) great work bro.
I think a scene like this deserves a making-of thread, the materials are almost perfect.
I haven’t tried Fstorm yet to be honest. I was thinking about giving it a try but I’m afraid mu GPU is way too slow to handle it efficiently (quadro K3100M).
Is there trial version for fstorm?
As for “making of” I’ll think about it, maybe in spare time but I can’t promise anything.
there is a trial version of Fstorm to my knowledge. I mainly use corona but I know how powerful Fstorm can be for product shots. if you ever do a making of that would make us very happy
You can make things look real in corona as well just know how.
Modeling, Texturing, Shading, Lighting, Composition, Color Grading.
I think Fstorm has a different tone maping method simillar to coronas but different. For example I could never get same effect comparing Vray with corona. Corona raw render always looks better. ALWAYS. I am not going to go into details.
BUT at the end of the day its not a render engine its the artist. But this saying is to DIEing slowly…
Fstorm is simply more sensitive to light than corona, so where you’d get almost no reflections, refractions or shadows in corona you’d get all of that in fstorm. Fstorm gives more subtle shadow variations and its got a proprietary implementation of GGX that makes the reflection appearance closer to reality. it also resolves noise differently so you get a better blur-sharpening results with better AA. the post there is way different and way superior to corona and it behaves like a camera as in contrast to a light sensor which is the implementation of corona.
Vray<Corona<Fstorm end of story.
don’t get me wrong, I use corona 99% of the time, and I do have the recipe for photorealism but I occasionally use Fstorm and it’s another world except that the usability there is inferior to corona’s. look up their facebook page you might even love it.
and hey I have no interest in a fanboy duel here, I’m not one. I couldn’t care less as long as the render engine delivers what it promises.
for example in this image although the materials have minimal imperfections and the glossiness in a lot of places is off, the light still looks great. and the tonemapping is bringing a lot of info in the highlights and reflections.
this one too, the materials are substandard (the artist’s mistake most likely) but the light is crazy
Seriously great renders! Could you share some info on that speckled foam surround material?
Are these renders also downsampled from higher res versions? The detail of the micro scratches in the copper dust cap is A+. I often find micro bump/fine scratch details like this often act very strangely depending on what resolution/zoom you’re using with Corona.
The foam material was actually the most challenging, recreating it was serious pain in the a**.
The foam itself has some amount of shiny glitter which is barely visible in dark environment but shines in direct lighting. I used extra metalic layer with clamped cellular map. It requires heavy tweaking and it’s extremally light condition/angle dependent. Basically each shot needs some adjustments so there is no universal “recipe” for this I’m affraid.
TH
PS: yes the images are downsampled and yes, this type of microscratches is resolution dependent. Usually it requires higher resolutions (at least larger than 2K). Sometimes region render helps but not always.