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Hi everybody!

This is my first post at the forum, i?m quite new to modelling and rendering, so im looking to make good quality images with vray and hope here i can get the most of the pro?s help.
Well, this is not my first rendering at this little proyect, but is the one i choose to show, and the better i could get.
Note that there are a lot of missing details, most modellign details, i?ll finish them soon…( big white cube is refrigerator… )

I don?t know so much about vray settings and maybe my lights are not good enought to the scene, i?ve played a lot with them, modifyed them , and materials too… :?

Finally i ended up using Michas* interior tut settings, the light at the window is just the same, there is another one at the oposite side in kitchen place but smaller.
there are three ligths under the furniture (same as spot lights in tut.) and one white ligth (it?s behind the wall). With this i get the best results i could… so any help or sugestions will be very very welcome…
someone could tell me why does the left wall looks like that? (with points … don?t know what is it…)

* impressive work!!

the image:

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Hmmmm …

… looks great. :smile: I like the image. Nice mood. Great start.

Suggestions: the chair in the front show his polygons and the scale of the stone plate is to big. The grip of the cups looks a little bit to filigree.

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For my taste a little too much DOF. That and the camera height make the space feel like a Doll House. Otherwise, the image looks good.

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well, thanks both for fast replying…

… about details, i?ll work harder with models next time ,textures, etc…(fast model just to put some things on stage… thanks for your suggestions Micha!

I thought the same about DOF, i need to render more!! thanks Bdcali!

question: what do you think about render time? in P4 3.0 / 512Mb ram.

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Very good. I suppose so you used LC-QMC. Maybe you like to tell your parameters and we can see what we can do.

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this parameters?

continue…

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From my view, the speed is ok so. Only some short words to the options:

- if you would disable the “clamp output” than you could save the image as HDR and open in photoshop (cs2) and fineadjust brightness, gamma … . The advantage of this option is, that it helps to avoid jagged edges at high contrast edges like emitter and window it show sometimes.

- sample size of the LC could be set at 0.02 or 0.01. So the LC clean up faster and the second pass could work smother. Small sample sizes are necessary for little details only. You will get a feeling for it after a while. :wink:

- set num phases at the CPU count of you machine. For single core = 1.

You are working in Gamma 1 mode. This is a little bit problematic, because you get physical incorrect results sometimes. Better you work with gamma 2.2, but than you must correct your textures. The current workflow is not the best and will be improved with the next SR. So, best you wait for it and we can talk about it later. Here my experience with gamma 1 and 2.2: Chaos: Industry-leading design and visualization software
Working in gamma 2.2 mode can save render time.

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Micha: very thanks again for the tips, will work tomorrow on it, now is late here and i?m just leaving my workplace. I got the feeling i will learn a lot here! I have to check english dictionary, some words are not familiar to me… :slight_smile:
So, thanks again, and ?til-tomorrow!! :wink:

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good morning…

Micha … a message telling that topic does not exist at this link…:frowning:

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It’s the way like the forum work: full registered user get acess to all forums, demo user for some selected only. If you have buy VfR, please contact Corey or Joe to get full acess.

But here you find all standard infos about gamma 2.2 workflow:

At my link above you would find some more tests and some interesting render test for fresnel reflection. The conclusion is: gamma 2.2 workflow is a must :wink: and will be integrated per next SR.

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Ok, understand… sadly i?m far away to buy a license :frowning: … have to keep with demo users, anyway Micha, thanks for helping. I?m checking all tutorials…

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Good luck. :wink:

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hola todos…

changed gamma mode 1 to 2

…still missing details…

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Do you have set all textures at gamma 0.45 (texture dialog) also?

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ha!.. i think i did , but not all, just some of them… i think…
… is important to do with all of it?

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The theory say: Vray calculate the lighting with gamma 1. Your textures are saved gamma 2.2 images. If you like to get a correct lighting you must set the output 2.2. But than, your textures would get gamma 2.2 twice. You must set all textures at 1/2.2=0.45. So, your textures are converted back to gamma 1 and the output correction bring lighting and textures back.

One problem stay: if you set your colors, than this colors are gamma 2.2 colors. We don’t have a gamma correction yet and can not set 0.45. The next SR will fix it. We will get a single global option to correct it.
Now you can set the color per try and error only or you create a single color texture per photo software. So you can set 0.45 again. Horrible workflow, but the next SR will fix it.

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Done! i?ve set all mats. to 0.45, and seem to be much better. About the colors it?s not so important to me by the moment (not definitive colors yet) but it?s good to know how to deal whit them.
i note that there is some noise? in the walls, in the areas that lights hit, do you know why ?

Thanks again for your support!!

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Vray support many tricks to speed up the rendering and to increase the quality. So, here a trick for arealights and IM:

If you use the IM mode, than you can enable the option “store with irradiance map” at the arealights. So, the shadows of the arealights will be smoothed by the Irradiance Map. Important is, during the IM pass, the adaptive mode for the arealight subdivs dosn’t seems to work. So, best you set the subdivs of the arealight at a defined value - try 12 or 16. If you like to know more about this usage, look at Tutorial F - Global Illumination using LC and IM.

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thanx!! :smile:
wall looks cleaner. (left one no, did not change light set. just to see diferences) and rendertime is much faster.

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… but you have lost the sharp shadows. This is the price. :wink: