V-Ray Jewelry

V-Ray Jewelry

updated original post with some more sample renders. cant wait for SR1

V-Ray Jewelry

8) Very nice images.

… and I count the days for SR1 too. :wink:

V-Ray Jewelry

me too :smile:

V-Ray Jewelry

updated 2-6-07

I’ve been playing with darker studio style environments.. the semi reflective materials are brutal on noise without adding lots more samples, but oh well.
I’d still like to get this smoothed out a bit more without getting massive render times. least squares fit seems to give me a better blurring result, but i think overall my IR map will need more samples.

V-Ray Jewelry

… did you use LC and “use for glossy” reflections. Speed up blury metal very much.

V-Ray Jewelry

yes that does speed it up, but im trying to figure out how to increase the smooth blurry effect in a dark reflective plane without adding to many subdivisions or samples.

Re: V-Ray Jewelry

updated with some silly lady bugs =)

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updated with link braclet

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Silly lady bugs?

I like them a lot, my wife wnats one :slight_smile:

Contratulations
Sergio

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Nice bugs and rendering. :wink:

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thanks guys, it was a fun project to play with.

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Very great!
So how i can obtain this kind of nice reflections and light? have you used panel lights?
thanks

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the scene is actually very simplistic. it consists of 1 ground plane surface, 3 emitters and white GI set to a value of 1. The emitters are set to a value 4. environment is just black no maps. IR and LC

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Are you using those planes as emmiters, or dummy objects to create rectangular lights (I actually use rectangles to help position rec lights)? The reason why I ask is because if your using them as emmiter, you may be able to decrease your render time by switching to rec lights. And also I don’t think the scene would react very well to caustics, but I could be wrong about that.

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yes the blue layer planes are emitters. When you switch to rectangularlights you fight with the strength of the light. The emitters seem to cast blurier reflections in the gold materials than the rectangle lights of equal brightness. the emitters are also more directional than the rectangle lights as well. So they tend to not wash out the ground plane as easily, yet provide a “hot light” to reflect in the metal.

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the emitters are also more directional than the rectangle lights as well. So they tend to not wash out the ground plane as easily, yet provide a “hot light” to reflect in the metal.

Did you try to disable “ignore light normals”?

Also try to render with “Sub-pixel” from the color mapping options. It smooth the edges of high contrast jumps in the reflections.

Also a small AA filter amount could be nice against this extrem sharp look - gaussian 1.1 … 1.5. But this is a question of personal taste. :wink:

Is the ground splotchy or plain white? If plain white, than try to use some more IM subdivs.

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This is kind of off topic,but it may have some relevance. Do you think it would be nice to beable to control the direction of light by way of mapping the light with a normal map. That way the information could be read from normal map and that influence the direction of the light. In Max you can map a texture to the light, but currently we can’t use this feature (maybe for the SR Joe?) Maybe the normal maps would allow much greater control of the light, but it might just be me.

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yes ignoring the light normals does give me a more directional effect but.. the emitters tend to produce very bright reflections like a light box without the actual washout that i seem to get from the rectangular lights of equal multipliers. I am sure its a setting, but emitters seem to be working pretty well for me so far.

I will give the “Sub-Pixel” a try. That’s been one thing thats been driving me crazy since i started rendering with this engine. I find that AA tends to be either to much or to little a lot of times. And yes the gp is splotchy from my settings. I didn’t want to spend to much time rendering, it was easier to toss in a map on the gp and render than spend the extra render time. ;D

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updated with some new diamond tests using per object reflections they still arent prefect but i am making progress at least.. they are getting faster. first image was under 30 seconds.

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Beautiful design, I like it.

Did you the LC option “use for glossy rays”? Helps a lot. Next release support material based env maps. :wink:

Also, did you test the universal setup? My experience was, that the universal setup is good for exteriors, DOF and much blury refelctions.