Juraj's Renderings thread

This is my general thread with work in progress, links to projects, stuff about workshops or just general ramblings. Over the years it’s bit convoluted here..

Feel free to ask anything concerning my imagery/workflow. I don’t keep any secrets and I am very happy to answer “almost” everything.
(Please don’t ask me to share my scenes, I am not comfortable doing that currently in any form)

If you’re interested in my general advice about lighting and image creation, I’ve put a lot of effort into this article to cover it:

I also made two videos for Intel here: https://create.intel.com/ambassadors/

awesome! can you please share your metal material settings with us via jpgs? thanks

I’ll start by small SMEG oven :- D Little thing I had to make, since my traditional Miele combo wasn’t hip enough. But this design is pretty cool too, minimal, and not so hipster retro-ish like some usual Smeg stuff. I like how fast I can get very correct result using path tracing and studio HDRi in progressive render. It’s instant visual feedback, and that makes setting up materials very fast.
Rendered using Alpha5 RC8, so far so good, haven’t tested anything yet much.

Dark diffuse with slight microstripes; Tiles 2048px jpeg

Specular with slight microstripes; Tiles 2048px jpeg; For clean reflection, just use single color ;- )

Material Settings : Fresnel IOR:40, Reflection: Texture, or color, Anisotrophy:0,4 (weak), rotation 90, Glossiness: 0,9 (just experimental)

Nothing else :- )

With little time, we had to create Bonaldo Tufty-time sofa in cloth finish. It’s kind of hard, even for Marvelous, but I am quite happy with result like this. Courtesy to Veronika

Already playing with Alpha5. Funny my scene didn’t render correctly, so I opted for merging into new scene, and than it rendered correctly again. Filtering Yes or No still cause me some confusion, so at the moment, all maps are unfiltered at 0.1 except for bump which is filtered at 0.1 on summed area.

I guess also bidirectional isn’t suitable for this type of scene ? It seems impressively noisy compared to simple path tracing, so I guess it benefits only for much complicated lightning ? Little light sources and caustics,etc.

Still incredibly happy for this renderer.

EDIT:

Final version :

(Edit: Full project can be seen here: Classical Apartment by Jessica Vedel - Talcik&Demovicova )

Is this the raw render Juraj? Very nice!

No, I apply curves and some small stuff within MagicBullet.

The project is almost complete, I’ll publish it soon :- )

Very nice. Did you added lil bit of transculency (cloth material) ?

No, only the curtains have that. Interesting idea though, maybe something I can experiment though. But I deleted the underneath layer…

photo! photo!! photo!!! grrrr! :stuck_out_tongue:

Hehe hey Juraj! It’s your biggest fan Tyronne! lol. Glad to see you on the forum!
Fantastic work as usual!

Thanks Sovcat :- ) Ask away if you need something !

Norwegian house

Here is very rough wip from current FAST project, although one that is pretty ambitious. It features both exteriors, interiors, vegetations. I will do extensive write-up on this project afterwards.

Big thanks for sharing your secrets!

this scene has too many glossy materials and I think it is first time the adaptivness might help a lot

At the moment, adaptiveness is at very early testing stage, it’s more like a technology preview. But I think when it’s developed it will be useful in such cases. I think HD cache may also speed up glossy areas.

What are the HD Cache settings that might be useful here ? The documentation seems to be for Alpha4 and lot has changed, leaving me bit confused.

I am only changing HD Samples (4096) and K number (9999).

Please publish the rendering time of your tests with MSI! Because increase MSI give more GI noise and need more rendertime!
And highlight strength can be increase by IOR or level/color reflection, but without raise the rendertime!
MSI is mostly a significant impact only on the caustic!

All I can tell you is that raising HD samples makes the precalculations slower but more precise and it pays off when rendering final shots. Setting lower thresholds may speed up rendering but will produce artefacts. Same for raising glossiness threshold. I too would like to see some delicious tech explanations for all features.

Good morning

right maru!

Hello Jurai_Talcik

nice work congratulations.

The effect that this ambient light (ceiling, wall … and scene) reminds me of the script E-Light

Greats and still good for this work of yours
Raf

I tested and, yes! You a right, 400 best solution!

I did some tests and it seems it has no time impact if you use MSI 800, or MSI 20 only +/- 1-2 passes